diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 980aec736c8905ea0c91ba5392caa2a70468aad8..f9de6195596b43fa555a80dcbff9ba1d6c241388 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames
+ FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
+ // client-side only
+ weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
+
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
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 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;
+ procedure weaponSwitchKeysShiftNewStates ();
+
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] := $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] := weaponSwitchKeyReleased[index] or $02;
+ if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
+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] 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;
+
+
procedure TPlayer.positionChanged (); inline;
begin
end;
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;
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
- FNextWeapDelay := 10;
+ //FNextWeapDelay := 10; //k8: not needed anymore
exit;
end;
end;
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
exit;
end;
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ //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 not switchAllowed then
begin
procedure TPlayer.NextWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
DoLerp(4);
if NetServer then
+ begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
+ end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
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
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;
end;
end;
- //HACK! (does it belongs there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
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