diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 6f6b60be4f374bee6f2a45d9bce097425dbbfa72..24908271dc62734bc2f1d0fbeb019de387f9b67c 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$MODE DELPHI}
unit g_weapons;
interface
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
-function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
+function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word; IgnoreTrigger: Integer = -1): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_Update();
procedure g_Weapon_Draw();
end;
end;
-function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
+function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word; IgnoreTrigger: Integer = -1): Boolean;
var
i, h, r, dx, dy, m, mm: Integer;
_angle: SmallInt;
begin
Result := False;
- g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
+ // don't let turret explosions use the turret
+ g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT, IgnoreTrigger);
r := rad*rad;
triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
+ g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
-
+
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
else
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
+
+ if g_debug_Frames then
+ begin
+ e_DrawQuad(Obj.X+Obj.Rect.X,
+ Obj.Y+Obj.Rect.Y,
+ Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
+ Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
+ 0, 255, 0);
+ end;
end;
end;
if Shots = nil then
Exit;
if (I > High(Shots)) or (I < 0) then Exit;
-
+
with Shots[I] do
begin
if ShotType = 0 then Exit;
s := 'FRAMES_EXPLODE_PLASMA'
else
s := 'FRAMES_EXPLODE_BSPFIRE';
-
+
if g_Frames_Get(TextureID, s) and loud then
begin
Anim := TAnimation.Create(TextureID, False, 3);