diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index da4c43a84e12561afef525e41c84ce7eb8e04d4a..b9a9d38c23bad348ce87ed0dd3441e44335d3a65 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FReady: Boolean;
FDummy: Boolean;
FFireTime: Integer;
+ FHandicap: Integer;
// debug: viewport offset
viewPortX, viewPortY, viewPortW, viewPortH: Integer;
procedure g_Player_Corpses_SaveState (st: TStream);
procedure g_Player_Corpses_LoadState (st: TStream);
procedure g_Player_ResetReady();
-procedure g_Bot_Add(Team, Difficult: Byte);
-procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
+procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
// Çäîðîâüå
gPlayers[a].FHealth := utils.readLongInt(st);
+ // Ôîðà
+ gPlayers[a].FHandicap := utils.readLongInt(st);
// Æèçíè
gPlayers[a].FLives := utils.readByte(st);
// Áðîíÿ
end;
end;
-procedure g_Bot_Add(Team, Difficult: Byte);
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
var
m: SSArray;
_name, _model: String;
//FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
end;
+ FHandicap := Handicap;
+
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
end;
end;
-procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
+procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
var
m: SSArray;
_name, _model: String;
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
+ FHandicap := Handicap;
+
for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
+ FHandicap := 100;
FActualModelName := 'doomer';
begin
if FAlive then
begin
- indX := FObj.X+FObj.Rect.X;
- indY := FObj.Y;
if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
begin
e_GetTextureSize(ID, @indW, @indH);
- e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False);
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := FObj.Y;
+ e_Draw(ID, indX, indY - indH, 0, True, False);
end;
end;
//e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
procedure TPlayer.CatchFire(Attacker: Word);
begin
+ if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
+ exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
if FFireTime <= 0 then
g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
- FFireTime := 100;
+ FFireTime := 110;
FFireAttacker := Attacker;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
- (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
+ (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
begin
FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
FRulez := FRulez + [R_ITEM_BACKPACK];
Result := True;
// Âîñêðåøåíèå áåç îðóæèÿ:
if not FAlive then
begin
- FHealth := PLAYER_HP_SOFT;
+ FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
FArmor := 0;
FAlive := True;
FAir := AIR_DEF;
if FFirePainTime <= 0 then
begin
if g_Game_IsServer then
- Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
- FFirePainTime := 18;
+ Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 12 - FFireTime div 12;
end;
FFirePainTime := FFirePainTime - 1;
FFireTime := FFireTime - 1;
+ if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
+ FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
end;
else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
- if FAlive then
+ if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
begin
if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
utils.writeInt(st, Byte(b));
// Çäîðîâüå
utils.writeInt(st, LongInt(FHealth));
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ utils.writeInt(st, LongInt(FHandicap));
// Æèçíè
utils.writeInt(st, Byte(FLives));
// Áðîíÿ
if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
// Çäîðîâüå
FHealth := utils.readLongInt(st);
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ FHandicap := utils.readLongInt(st);
// Æèçíè
FLives := utils.readByte(st);
// Áðîíÿ