diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 66c676c9466e00bc20ff7abc132c87c41bae873b..0a43231140d317e736b597e9304ed6ce96911d45 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames (unused)
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
- // client-side only
- weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
-
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
- procedure releaseAllWeaponSwitchKeys ();
- procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
- function isWeaponSwitchKeyReleased (index: Integer): Boolean;
-
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
FNetTime := 0;
resetWeaponQueue();
- releaseAllWeaponSwitchKeys();
-end;
-
-
-procedure TPlayer.releaseAllWeaponSwitchKeys ();
-var
- f: Integer;
-begin
- for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
-end;
-
-procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
-begin
- Inc(index, 2); // -2: prev; -1: next
- if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
- weaponSwitchKeyReleased[index] := not pressed;
-end;
-
-function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
-begin
- Inc(index, 2); // -2: prev; -1: next
- if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
- begin
- result := true;
- end
- else
- begin
- result := weaponSwitchKeyReleased[index];
- end;
end;
-
procedure TPlayer.positionChanged (); inline;
begin
end;
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
- //FNextWeapDelay := 10; //k8: not needed anymore
+ FNextWeapDelay := 10;
exit;
end;
end;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
+
+ curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
+
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then wantThisWeapon[cwi] := true;
- Inc(wwc);
+ if (cwi >= 0) then
+ begin
+ wantThisWeapon[cwi] := true;
+ Inc(wwc);
+ // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
+ if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
+ end;
end;
end;
exit;
end;
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
- //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
- //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
- //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
// find next weapon to switch onto
cwi := curlidx;
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
+ FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- //HACK: alteration delay will be reset when player released any weapon switch key
- FNextWeapDelay := 0; //k8: just in case
- //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if not switchAllowed then
begin