diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 6021daff58ecda40d6a0aceb210d69520ae25395..b5e46d11e930755b647728f1c8f9eae179555c98 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
SHOT_FLAME_WIDTH = 4;
SHOT_FLAME_HEIGHT = 4;
- SHOT_FLAME_LIFETIME = 360;
+ SHOT_FLAME_LIFETIME = 180;
SHOT_SIGNATURE = $544F4853; // 'SHOT'
else
Result := True;
if t = HIT_FLAME then
- m.CatchFire();
+ m.CatchFire(SpawnerUID);
end
else
Result := True;
if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
p.Damage(d, SpawnerUID, vx, vy, t);
if (t = HIT_FLAME) then
- p.CatchFire();
+ p.CatchFire(SpawnerUID);
end;
Result := True;
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 if Shots[i].ShotType = WEAPON_FLAMETHROWER then
- Shots[i].Timeout := SHOT_FLAME_LIFETIME
- else
- Shots[i].Timeout := 550 // ~15 sec
+ else
+ begin
+ if Shots[i].ShotType = WEAPON_FLAMETHROWER then
+ Shots[i].Timeout := SHOT_FLAME_LIFETIME
+ else
+ Shots[i].Timeout := 550; // ~15 sec
+ end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
- ShotType := WEAPON_ROCKETLAUNCHER;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_SKEL_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
- ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_PLASMA;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_PLASMA;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_FLAMETHROWER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
- Stopped := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
Shots[find_id].SpawnerUID := SpawnerUID;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_IMP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_IMP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_CACO_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_CACO_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BARON_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BARON_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BSP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BSP_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_MANCUB_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_MANCUB_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BFG;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BFG;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
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
// Äâèæåíèå:
spl := (ShotType <> WEAPON_PLASMA) and
(ShotType <> WEAPON_BFG) and
- (ShotType <> WEAPON_BSP_FIRE);
+ (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
WEAPON_FLAMETHROWER: // Îãíåìåò
begin
- // Ïîä âîäîé íå ñòðåëÿåò, ñî âðåìåíåì óìèðàåò
- if (Timeout < 1) or WordBool(st and (MOVE_INWATER)) then
+ // Ñî âðåìåíåì óìèðàåò
+ if (Timeout < 1) then
+ begin
+ ShotType := 0;
+ Continue;
+ end;
+ // Ïîä âîäîé òîæå
+ if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
begin
+ if WordBool(st and MOVE_HITWATER) then
+ begin
+ if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 0;
+ g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
+ cy-4+Random(8)-(Anim.Height div 2),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end
+ else
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
ShotType := 0;
Continue;
end;
Obj.Vel.X := 0;
Obj.Vel.Y := 0;
Obj.Accel.Y := 0;
- if WordBool(st and (MOVE_HITWALL or MOVE_HITWATER)) then
- Stopped := 1
- else
- Stopped := 2;
+ if WordBool(st and MOVE_HITWALL) then
+ Stopped := MOVE_HITWALL
+ else if WordBool(st and MOVE_HITLAND) then
+ Stopped := MOVE_HITLAND
+ else if WordBool(st and MOVE_HITCEIL) then
+ Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0, 2, 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') then
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
begin
- Anim := TAnimation.Create(_id, False, 3);
+ 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);
- 1: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-12+Random(24)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- 2: g_GFX_OnceAnim(cx-12+Random(24)-(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_HITLAND: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
+ cy-10+Random(8)-(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;