diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index da7e6d2eea8f7a52fac7bb5dcdc366e3e20e50d9..fd525e19808c5448157c6052a45c83afc00ba089 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
// two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_SUPERPULEMET;
- weaponOrder[1] := WEAPON_BFG;
- weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
- weaponOrder[3] := WEAPON_PLASMA;
- weaponOrder[4] := WEAPON_FLAMETHROWER;
- weaponOrder[5] := WEAPON_SHOTGUN2;
- weaponOrder[6] := WEAPON_CHAINGUN;
- weaponOrder[7] := WEAPON_SHOTGUN1;
- weaponOrder[8] := WEAPON_PISTOL;
- weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
- weaponOrder[10] := WEAPON_SAW;
- weaponOrder[11] := WEAPON_KASTET; // normal fist
+ weaponOrder[0] := WEAPON_BFG;
+ weaponOrder[1] := WEAPON_ROCKETLAUNCHER;
+ weaponOrder[2] := WEAPON_PLASMA;
+ weaponOrder[3] := WEAPON_FLAMETHROWER;
+ weaponOrder[4] := WEAPON_SHOTGUN2;
+ weaponOrder[5] := WEAPON_CHAINGUN;
+ weaponOrder[6] := WEAPON_SHOTGUN1;
+ weaponOrder[7] := WEAPON_PISTOL;
+ weaponOrder[8] := WEAPON_KASTET; // normal fist
+ weaponOrder[9] := WEAPON_SAW;
+ weaponOrder[10] := WEAPON_KASTET+666; // berserk fist
+ weaponOrder[11] := WEAPON_SUPERPULEMET;
for f := 0 to High(weaponOrder) do
begin