DEADSOFTWARE

Revert "properly reset weapon states, so player will be able to switch weapons after...
[d2df-sdl.git] / src / game / g_netmsg.pas
index e9cc68c2ee55ac7fcb0067073ed725ecdedd6e9e..9563b8083f9fd7d1f7955a35fb0a36a96200cf35 100644 (file)
@@ -464,7 +464,7 @@ begin
       writeln('HOST PLRPOS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; oldweap=', CurrWeap);
 {$ENDIF}
       //NetForceWeap := newweapon;
-      SetWeaponHost(newweapon);
+      SetWeapon(newweapon);
     end;
     //e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
     if Direction <> TDirection(Dir) then
@@ -2150,7 +2150,7 @@ begin
     if (gTime >= NetForceWeapFIdx) then
     begin
       //NetForceWeap := newweapon;
-      SetWeaponHost(newweapon);
+      SetWeapon(newweapon);
     end;
     //SetWeapon(M.ReadByte());
 
@@ -2839,11 +2839,9 @@ begin
       begin
         if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
         begin
-          //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime);
           gPlayer1.weaponSwitchKeysStateChange(i, true);
           if gPlayer1.isWeaponSwitchKeyReleased(i) then
           begin
-            //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime);
             gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
             //WeaponSelect := WeaponSelect or Word(1 shl I);
           end;