diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index bb17a4138972d82f07ac7674dc966e543cec69d3..8554e2264e3ecdc711a000b69b75f738c68c50c9 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
@@ -51,19 +51,19 @@ function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorps
function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
-procedure g_Weapon_gun(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+procedure g_Weapon_gun(const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
-procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
+procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
procedure g_Weapon_bfghit(x, y: Integer);
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
begin
- Damage(50, 0, 0);
+ Damage(50, SpawnerUID, 0, 0);
g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
end;
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 32;
+ Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
g_Obj_Collide(obj, @gCorpses[i].Obj) then
begin
// Ðàñïèëèâàåì òðóï:
- gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4,
- (obj^.Vel.Y+obj^.Accel.Y) div 4);
+ gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y) div 4);
Result := 1;
end;
end;
Exit;
end;
- if PlayerHit() then
+ // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
+ // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile)
+ if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or
+ LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
begin
- Result := 1;
- Exit;
+ if PlayerHit() then
+ begin
+ Result := 1;
+ Exit;
+ end;
end;
end;
Exit;
end;
- // È â êîíöå ñâîèõ èãðîêîâ
- if PlayerHit(1) then
+ // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
+ // (èëè friendlyfire, èëè friendly_hit_projectile)
+ if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
begin
- Result := 1;
- Exit;
+ if PlayerHit(1) then
+ begin
+ Result := 1;
+ Exit;
+ end;
end;
end;
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
- Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm);
+ Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
end;
end;
//!!!FIXME!!!
-procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+procedure g_Weapon_gun (const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
x0, y0: Integer;
x2, y2: Integer;
xi, yi: Integer;
wallDistSq: Integer = $3fffffff;
+ spawnerPlr: TPlayer = nil;
+ dmg: Integer;
function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
+ if (spawnerPlr <> nil) then
+ begin
+ if ((gGameSettings.Options and (GAME_OPTION_TEAMHITTRACE or GAME_OPTION_TEAMDAMAGE)) = 0) and
+ (spawnerPlr.Team <> TEAM_NONE) and (spawnerPlr.Team = gPlayers[idx].Team) then
+ begin
+ if (spawnerPlr <> gPlayers[idx]) and ((gGameSettings.Options and GAME_OPTION_TEAMABSORBDAMAGE) = 0) then
+ dmg := Max(1, dmg div 2);
+ exit;
+ end;
+ end;
result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
{$IF DEFINED(D2F_DEBUG)}
if (xd = 0) and (yd = 0) then exit;
+ if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
+ spawnerPlr := g_Player_Get(SpawnerUID);
+
+ dmg := indmg;
+
//wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
end;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
- dx := IfThen(xd > x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_ROCKETLAUNCHER;
end;
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_PLASMA_WIDTH;
Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_PLASMA;
end;
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_FLAME_WIDTH;
Obj.Rect.Height := SHOT_FLAME_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_FLAMETHROWER;
end;
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_IMP_FIRE;
end;
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_CACO_FIRE;
end;
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 32;
+ Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BARON_FIRE;
end;
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BSP_FIRE;
end;
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 32;
Obj.Rect.Height := 32;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_MANCUB_FIRE;
end;
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_BFG_WIDTH;
Obj.Rect.Height := SHOT_BFG_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BFG;