index 57e3ce96c800185c10684cacf6aac3d6ebaf0473..0d8f3841d1eab4f1127def30e016d7eabdd7852b 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
procedure CatchFire(Attacker: Word);
procedure OnFireFlame(Times: DWORD = 1);
+ procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+
property MonsterType: Byte read FMonsterType;
property MonsterHealth: Integer read FHealth write FHealth;
property MonsterAmmo: Integer read FAmmo write FAmmo;
FState := STATE_SLEEP;
FCurAnim := ANIM_SLEEP;
+ positionChanged(); // this updates spatial accelerators
+
if g_Game_IsNet and g_Game_IsServer then
begin
MH_SEND_MonsterPos(FUID);
c, True, False);
g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
(FObj.Vel.Y div 2)-Random(4));
+ positionChanged(); // this updates spatial accelerators
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_ItemSpawn(True, it);
end;
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
// Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
b := Abs(FObj.Vel.X);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
+ begin
if gGibs[a].Live and
g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ begin
// Ïèíàåì êóñêè
if FObj.Vel.X < 0 then
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
+ end
else
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
+ end;
end;
// Áîññû ìîãóò ïèíàòü òðóïû:
if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
// Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
b := Abs(FObj.Vel.X);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
+ begin
if gGibs[a].Live and
g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ begin
// Ïèíàåì êóñêè
if FObj.Vel.X < 0 then
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
+ end
else
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
+ end;
end;
// Áîññû ìîãóò ïèíàòü òðóïû:
if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
end;
end;
+//WARNING! call this after monster position was changed, or coldet will not work right!
+procedure TMonster.positionChanged ();
+begin
+end;
+
end.