diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 66c676c9466e00bc20ff7abc132c87c41bae873b..4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
mEDamageType: Integer;
// client-side only
- weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
+ weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
function CollideLevel(XInc, YInc: Integer): Boolean;
procedure releaseAllWeaponSwitchKeys ();
procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+ procedure weaponSwitchKeysShiftNewStates ();
public
property Vel: TPoint2i read FObj.Vel;
var
f: Integer;
begin
- for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
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;
+ weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
+ if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
end;
function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
end
else
begin
- result := weaponSwitchKeyReleased[index];
+ result := (weaponSwitchKeyReleased[index] and $01) <> 0;
+ end;
+end;
+
+procedure TPlayer.weaponSwitchKeysShiftNewStates ();
+var
+ f: Integer;
+begin
+ // copy bit 1 to bit 0
+ for f := 0 to High(weaponSwitchKeyReleased) do
+ begin
+ weaponSwitchKeyReleased[f] :=
+ (weaponSwitchKeyReleased[f] and $02) or
+ ((weaponSwitchKeyReleased[f] shr 1) and $01);
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;
Result := True;
remove := True;
FFireTime := 0;
+ //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
begin