diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 0b82e18f5343b542edcb69bfeb0f908f2f889233..b5e46d11e930755b647728f1c8f9eae179555c98 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
- Stopped := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
end;
Shots[find_id].Obj.Accel.X := 0;
Shots[find_id].Obj.Accel.Y := 0;
Shots[find_id].SpawnerUID := Spawner;
+ if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
+ Shots[find_id].Stopped := 255
+ else
+ Shots[find_id].Stopped := 0;
Result := find_id;
end;
Shots[i].Obj.Vel.Y := (yd*s) div a;
Shots[i].Obj.Accel.X := 0;
Shots[i].Obj.Accel.Y := 0;
+ Shots[i].Stopped := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
else
triggers := nil;
Animation := nil;
TextureID := 0;
- Stopped := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_Update();
var
- i, a, h, cx, cy, oldvx, oldvy: Integer;
+ i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
oldvx := Obj.Vel.X;
oldvy := Obj.Vel.Y;
// Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
- if g_Game_IsServer then
+ if (Stopped = 0) and g_Game_IsServer then
t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
SpawnerUID, ACTIVATE_SHOT, triggers)
else
(ShotType <> WEAPON_BSP_FIRE) and
(ShotType <> WEAPON_FLAMETHROWER);
- st := g_Obj_Move(@Obj, False, spl);
+ if Stopped = 0 then
+ st := g_Obj_Move(@Obj, False, spl)
+ else
+ st := 0;
if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
(Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0, 5, 1);
+ a := IfThen(Stopped = 0, 3, 1);
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
ShotType := 0;
end;
- if g_Frames_Get(_id, 'FRAMES_FLAME') and (gTime mod 2 = 0) then
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
begin
- Anim := TAnimation.Create(_id, False, 2 + Random(2));
+ Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
- 0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-4+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
MOVE_HITWALL: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
cy-12+Random(24)-(Anim.Height div 2),
Anim, ONCEANIM_SMOKE);
MOVE_HITCEIL: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
cy+6+Random(8)-(Anim.Height div 2),
Anim, ONCEANIM_SMOKE);
+ else g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
+ cy-4+Random(8)-(Anim.Height div 2),
+ Anim, ONCEANIM_SMOKE);
end;
Anim.Free();
end;
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
- else
+ else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;