diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index de729fae42e2b139d809d3e451dccd8c7afee1b2..f92af351077aaa34fee47dc16dbb0d6eb9a1056f 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
time: Word;
strafeDir: Byte;
i: Integer;
time: Word;
strafeDir: Byte;
i: Integer;
- rwk: Boolean;
begin
if (plr = nil) then exit;
if (p2hack) then time := 1000 else time := 1;
begin
if (plr = nil) then exit;
if (p2hack) then time := 1000 else time := 1;
// fix movebutton state
MoveButton := MoveButton or (strafeDir shl 4);
// fix movebutton state
MoveButton := MoveButton or (strafeDir shl 4);
+ plr.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2));
+ plr.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2));
+
// Îñòàëüíûå êëàâèøè:
if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time);
if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time);
if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time);
if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE);
// Îñòàëüíûå êëàâèøè:
if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time);
if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time);
if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time);
if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE);
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then
- begin
- rwk := plr.isWeaponSwitchKeyReleased(-1);
- if rwk then plr.PressKey(KEY_NEXTWEAPON);
- plr.weaponSwitchKeysStateChange(-1, true);
- end
- else
- begin
- plr.weaponSwitchKeysStateChange(-1, false);
- end;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then
- begin
- rwk := plr.isWeaponSwitchKeyReleased(-2);
- if rwk then plr.PressKey(KEY_PREVWEAPON);
- plr.weaponSwitchKeysStateChange(-2, true);
- end
- else
- begin
- plr.weaponSwitchKeysStateChange(-2, false);
- end;
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and plr.isWeaponSwitchKeyReleased(-1) then plr.PressKey(KEY_NEXTWEAPON);
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and plr.isWeaponSwitchKeyReleased(-2) then plr.PressKey(KEY_PREVWEAPON);
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
begin
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
begin
- rwk := plr.isWeaponSwitchKeyReleased(i);
- //writeln('rwk:', rwk);
plr.weaponSwitchKeysStateChange(i, true);
plr.weaponSwitchKeysStateChange(i, true);
- if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end
else
begin
end
else
begin
end;
end;
end;
end;
+ plr.weaponSwitchKeysShiftNewStates();
+
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin