DEADSOFTWARE

added common file with compiler flags; cosmetic fix in g_monsters.pas
[d2df-sdl.git] / src / game / g_netmsg.pas
index 9a226cf78438fa955578bb58e1cf8415a1375827..3049838d8ce65254c5b48877aec87f35b0a51277 100644 (file)
@@ -13,7 +13,7 @@
  * You should have received a copy of the GNU General Public License
  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
  *)
-{$MODE DELPHI}
+{$INCLUDE g_amodes.inc}
 unit g_netmsg;
 
 interface
@@ -1102,6 +1102,7 @@ begin
     e_Buffer_Write(@NetOut, Byte(FPhysics));
     e_Buffer_Write(@NetOut, Byte(FNoRespawn));
     e_Buffer_Write(@NetOut, Byte(FJetpack));
+    e_Buffer_Write(@NetOut, FFireTime);
   end;
 
   g_Net_Host_Send(ID, True, NET_CHAN_PLAYER);
@@ -1378,6 +1379,7 @@ begin
     e_Buffer_Write(@NetOut, MonsterAmmo);
     e_Buffer_Write(@NetOut, MonsterPain);
     e_Buffer_Write(@NetOut, Byte(AnimIsReverse));
+    e_Buffer_Write(@NetOut, FFireTime);
   end;
 
   g_Net_Host_Send(ID, True, NET_CHAN_MONSTER);
@@ -2182,6 +2184,7 @@ begin
     FNoRespawn := e_Raw_Read_Byte(P) <> 0;
     OldJet := FJetpack;
     FJetpack := e_Raw_Read_Byte(P) <> 0;
+    FFireTime := e_Raw_Read_LongInt(P);
     if OldJet and not FJetpack then
       JetpackOff
     else if not OldJet and FJetpack then
@@ -2385,7 +2388,8 @@ begin
         else
           if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
                                      ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
-                                     ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then
+                                     ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
+                                     ITEM_AMMO_BACKPACK] then
             g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
               gItems[ID].Obj.X, gItems[ID].Obj.Y)
             else
@@ -2401,7 +2405,7 @@ begin
       else
         if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
                                    ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
-                                   ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then
+                                   ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
           g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
             gItems[ID].Obj.X, gItems[ID].Obj.Y)
         else
@@ -2667,6 +2671,7 @@ begin
     MonsterAmmo := e_Raw_Read_LongInt(P);
     MonsterPain := e_Raw_Read_LongInt(P);
     AnimRevert := e_Raw_Read_Byte(P) <> 0;
+    FFireTime := e_Raw_Read_LongInt(P);
     RevertAnim(AnimRevert);
 
     if MonsterState <> MState then