From: DeaDDooMER Date: Fri, 4 Jan 2019 19:58:37 +0000 (+0300) Subject: Revert "network: do not send weapon switch keys over the network, send actual selecte... X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=33b5489206167c0a59571a488a2971b15a854d25;p=d2df-sdl.git Revert "network: do not send weapon switch keys over the network, send actual selected weapon instead" This reverts commit 85f0d06ec81bc2e66f235f87cf5c6844487b26c6. --- diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 6d1f430..b170097 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -430,8 +430,8 @@ end; function MH_RECV_PlayerPos(C: pTNetClient; var M: TMsg): Word; var - Dir{, i}: Byte; - //WeaponSelect: Word; + Dir, i: Byte; + WeaponSelect: Word; PID: Word; kByte: Word; Pl: TPlayer; @@ -453,14 +453,13 @@ begin NetTime := GT; kByte := M.ReadWord(); Dir := M.ReadByte(); - //WeaponSelect := M.ReadWord(); - SetWeapon(M.ReadByte()); + WeaponSelect := M.ReadWord(); //e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING); if Direction <> TDirection(Dir) then JustTeleported := False; SetDirection(TDirection(Dir)); - ReleaseKeysNoWeapon(); + ReleaseKeys; if kByte = NET_KEY_CHAT then begin @@ -475,10 +474,9 @@ begin if LongBool(kByte and NET_KEY_JUMP) then PressKey(KEY_JUMP, 10000); if LongBool(kByte and NET_KEY_FIRE) then PressKey(KEY_FIRE, 10000); if LongBool(kByte and NET_KEY_OPEN) then PressKey(KEY_OPEN, 10000); - //if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000); - //if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000); + if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000); + if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000); - (* for i := 0 to 15 do begin if (WeaponSelect and Word(1 shl i)) <> 0 then @@ -487,7 +485,6 @@ begin QueueWeaponSwitch(i); end; end; - *) end; // MH_SEND_PlayerPos(False, PID, C^.ID); @@ -2049,7 +2046,7 @@ begin TmpX := M.ReadLongInt(); TmpY := M.ReadLongInt(); - ReleaseKeysNoWeapon; + ReleaseKeys; if (kByte = NET_KEY_CHAT) then PressKey(KEY_CHAT, 10000) @@ -2741,7 +2738,7 @@ var kByte: Word; Predict: Boolean; strafeDir: Byte; - //WeaponSelect: Word = 0; + WeaponSelect: Word = 0; I: Integer; begin if not gGameOn then Exit; @@ -2808,19 +2805,14 @@ begin end; if isKeyPressed(KeyFire, KeyFire2) then kByte := kByte or NET_KEY_FIRE; if isKeyPressed(KeyOpen, KeyOpen2) then kByte := kByte or NET_KEY_OPEN; - // do not send weapon switch keys, `MH_SEND_PlayerStats()` will send changed weapon anyway - if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then gPlayer1.PressKey(KEY_NEXTWEAPON); //kByte := kByte or NET_KEY_NW; - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then gPlayer1.PressKey(KEY_PREVWEAPON); //kByte := kByte or NET_KEY_PW; + if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then kByte := kByte or NET_KEY_NW; + if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then kByte := kByte or NET_KEY_PW; for I := 0 to High(KeyWeapon) do begin if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then begin gPlayer1.weaponSwitchKeysStateChange(i, true); - if gPlayer1.isWeaponSwitchKeyReleased(i) then - begin - gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best - //WeaponSelect := WeaponSelect or Word(1 shl I); - end; + if gPlayer1.isWeaponSwitchKeyReleased(i) then WeaponSelect := WeaponSelect or Word(1 shl I); end else begin @@ -2840,8 +2832,7 @@ begin NetOut.Write(gTime); NetOut.Write(kByte); NetOut.Write(Byte(gPlayer1.Direction)); - NetOut.Write(Byte(gPlayer1.CurrWeap)); - //NetOut.Write(WeaponSelect); + NetOut.Write(WeaponSelect); //e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING); g_Net_Client_Send(True, NET_CHAN_PLAYERPOS); diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 23f38ff..0921b78 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -274,7 +274,6 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); procedure SetWeapon(W: Byte); @@ -3611,7 +3610,7 @@ end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; if Weapon > High(FWeapon) then Exit; FNextWeap := FNextWeap or (1 shl Weapon); end; @@ -3863,13 +3862,13 @@ end; procedure TPlayer.NextWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $4000; end; @@ -4988,7 +4987,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5001,7 +4999,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5032,8 +5029,8 @@ begin end; // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon(); + if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); + if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); if gTime mod (GAME_TICK*2) <> 0 then begin @@ -5853,18 +5850,6 @@ begin end; end; -procedure TPlayer.ReleaseKeysNoWeapon(); -var - a: Integer; -begin - for a := Low(FKeys) to High(FKeys) do - begin - if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue; - FKeys[a].Pressed := False; - FKeys[a].Time := 0; - end; -end; - procedure TPlayer.OnDamage(Angle: SmallInt); begin end; @@ -7071,7 +7056,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: