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network: do not send weapon switch keys over the network, send actual selected weapon...
[d2df-sdl.git]
/
src
/
game
/
g_player.pas
diff --git
a/src/game/g_player.pas
b/src/game/g_player.pas
index 4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23..f9de6195596b43fa555a80dcbff9ba1d6c241388 100644
(file)
--- a/
src/game/g_player.pas
+++ b/
src/game/g_player.pas
@@
-274,6
+274,7
@@
type
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
+ procedure ReleaseKeysNoWeapon();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
@@
-3589,7
+3590,7
@@
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
- if g_Game_IsClient then Exit;
+
//
if g_Game_IsClient then Exit;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
@@
-3841,13
+3842,13
@@
end;
procedure TPlayer.NextWeapon();
begin
procedure TPlayer.NextWeapon();
begin
- if g_Game_IsClient then Exit;
+
//
if g_Game_IsClient then Exit;
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- if g_Game_IsClient then Exit;
+
//
if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
FNextWeap := $4000;
end;
@@
-4966,6
+4967,7
@@
begin
DoLerp(4);
if NetServer then
DoLerp(4);
if NetServer then
+ begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
@@
-4978,6
+4980,7
@@
begin
FPing := 0;
FLoss := 0;
end;
FPing := 0;
FLoss := 0;
end;
+ end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
@@
-5008,8
+5011,8
@@
begin
end;
// no need to do that each second frame, weapon queue will take care of it
end;
// no need to do that each second frame, weapon queue will take care of it
- if FAlive and FKeys[KEY_NEXTWEAPON].Pressed
and AnyServer
then NextWeapon();
- if FAlive and FKeys[KEY_PREVWEAPON].Pressed
and AnyServer
then PrevWeapon();
+ if FAlive and FKeys[KEY_NEXTWEAPON].Pressed
{and AnyServer}
then NextWeapon();
+ if FAlive and FKeys[KEY_PREVWEAPON].Pressed
{and AnyServer}
then PrevWeapon();
if gTime mod (GAME_TICK*2) <> 0 then
begin
if gTime mod (GAME_TICK*2) <> 0 then
begin
@@
-5829,6
+5832,18
@@
begin
end;
end;
end;
end;
+procedure TPlayer.ReleaseKeysNoWeapon();
+var
+ a: Integer;
+begin
+ for a := Low(FKeys) to High(FKeys) do
+ begin
+ if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
+ FKeys[a].Pressed := False;
+ FKeys[a].Time := 0;
+ end;
+end;
+
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
@@
-7035,7
+7050,7
@@
begin
end;
end;
end;
end;
- //HACK! (does it belong
s
there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè:
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè:
DEADSOFTWARE 2012-2025