diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 237c9dec3e939dd4148dc572683ef36042eaa833..33273f896a9ab3e339d1ca731a0a4ec53a129959 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
// GAME (SEND)
procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_EVERYONE);
+
+ function sendItemRespawn (it: PItem): Boolean;
+ begin
+ result := false; // don't stop
+ MH_SEND_ItemSpawn(True, it.myid, ID);
+ end;
+
var
I: Integer;
begin
if gPlayers <> nil then
+ begin
for I := Low(gPlayers) to High(gPlayers) do
+ begin
if gPlayers[I] <> nil then
begin
if CreatePlayers then MH_SEND_PlayerCreate(gPlayers[I].UID, ID);
if (gPlayers[I].Flag <> FLAG_NONE) and (gGameSettings.GameMode = GM_CTF) then
MH_SEND_FlagEvent(FLAG_STATE_CAPTURED, gPlayers[I].Flag, gPlayers[I].UID, True, ID);
end;
-
- if gItems <> nil then
- begin
- for I := High(gItems) downto Low(gItems) do
- if gItems[I].Live then
- MH_SEND_ItemSpawn(True, I, ID);
+ end;
end;
+ g_Items_ForEachAlive(sendItemRespawn, true); // backwards
+
if gMonsters <> nil then
for I := 0 to High(gMonsters) do
if gMonsters[I] <> nil then
// ITEM (SEND)
procedure MH_SEND_ItemSpawn(Quiet: Boolean; IID: Word; ID: Integer = NET_EVERYONE);
+var
+ it: PItem;
begin
+ it := g_ItemByIdx(IID);
+
e_Buffer_Write(@NetOut, Byte(NET_MSG_ISPAWN));
e_Buffer_Write(@NetOut, IID);
e_Buffer_Write(@NetOut, Byte(Quiet));
- e_Buffer_Write(@NetOut, gItems[IID].ItemType);
- e_Buffer_Write(@NetOut, Byte(gItems[IID].Fall));
- e_Buffer_Write(@NetOut, Byte(gItems[IID].Respawnable));
- e_Buffer_Write(@NetOut, gItems[IID].Obj.X);
- e_Buffer_Write(@NetOut, gItems[IID].Obj.Y);
- e_Buffer_Write(@NetOut, gItems[IID].Obj.Vel.X);
- e_Buffer_Write(@NetOut, gItems[IID].Obj.Vel.Y);
+ e_Buffer_Write(@NetOut, it.ItemType);
+ e_Buffer_Write(@NetOut, Byte(it.Fall));
+ e_Buffer_Write(@NetOut, Byte(it.Respawnable));
+ e_Buffer_Write(@NetOut, it.Obj.X);
+ e_Buffer_Write(@NetOut, it.Obj.Y);
+ e_Buffer_Write(@NetOut, it.Obj.Vel.X);
+ e_Buffer_Write(@NetOut, it.Obj.Vel.Y);
g_Net_Host_Send(ID, True, NET_CHAN_LARGEDATA);
end;
T: Byte;
Quiet, Fall{, Resp}: Boolean;
Anim: TAnimation;
+ it: PItem;
begin
if not gGameOn then Exit;
ID := e_Raw_Read_Word(P);
VY := e_Raw_Read_LongInt(P);
g_Items_Create(X, Y, T, Fall, False, False, ID);
- gItems[ID].Obj.Vel.X := VX;
- gItems[ID].Obj.Vel.Y := VY;
+
+ it := g_ItemByIdx(ID);
+ it.Obj.Vel.X := VX;
+ it.Obj.Vel.Y := VY;
if not Quiet then
begin
if g_Frames_Get(AID, 'FRAMES_ITEM_RESPAWN') then
begin
Anim := TAnimation.Create(AID, False, 4);
- g_GFX_OnceAnim(X+(gItems[ID].Obj.Rect.Width div 2)-16, Y+(gItems[ID].Obj.Rect.Height div 2)-16, Anim);
+ g_GFX_OnceAnim(X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16, Anim);
Anim.Free();
end;
end;
if not gGameOn then Exit;
ID := e_Raw_Read_Word(P);
Quiet := e_Raw_Read_Byte(P) <> 0;
- if gItems = nil then Exit;
- if (ID > High(gItems)) then Exit;
- if not Quiet then
- if gSoundEffectsDF then
- begin
- if gItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
- ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
- gItems[ID].Obj.X, gItems[ID].Obj.Y)
- 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_WEAPON_FLAMETHROWER,
- ITEM_AMMO_BACKPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
- gItems[ID].Obj.X, gItems[ID].Obj.Y)
- else
- g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
- gItems[ID].Obj.X, gItems[ID].Obj.Y);
- end
- else
- begin
- if gItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
- ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
- gItems[ID].Obj.X, gItems[ID].Obj.Y)
- 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_WEAPON_FLAMETHROWER] then
- g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
- gItems[ID].Obj.X, gItems[ID].Obj.Y)
- else
- g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
- gItems[ID].Obj.X, gItems[ID].Obj.Y);
- end;
+ if not g_ItemValidId(ID) then exit;
+
+ if not Quiet then g_Item_EmitPickupSound(ID);
g_Items_Remove(ID);
end;