diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index a64d9872abf86eef5e60a7239d21f41a51308321..bf9a0953c5cd188ff87fba09f52609c084a243be 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
uses
SysUtils, Classes, mempool,
- g_textures, g_basic, e_graphics, g_phys, xprofiler;
+ g_textures, g_basic, g_phys, xprofiler;
type
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_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
-procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
implementation
uses
- Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
- g_console, g_options, g_game,
+ Math, g_map, g_player, g_gfx, g_sound, g_panel,
+ g_console, g_options, g_game, r_textures, r_animations,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
geom, binheap, hashtable, utils, xstreams;
end;
// È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
- // (èëè friendlyfire, èëè friendly_hit_projectile)
- if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
+ // (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
if PlayerHit() then
begin
//!!!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
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 (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;
end;
-procedure g_Weapon_Draw();
-var
- i, fX, fY: Integer;
- a: SmallInt;
- p: TDFPoint;
-begin
- if Shots = nil then
- Exit;
-
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- with Shots[i] do
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
- (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
- else
- a := 0;
-
- Obj.lerp(gLerpFactor, fX, fY);
- p.X := Obj.Rect.Width div 2;
- p.Y := Obj.Rect.Height div 2;
-
- if Animation <> nil then
- begin
- if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
- else
- Animation.Draw(fX, fY, TMirrorType.None);
- end
- else if TextureID <> 0 then
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
- else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, fX, fY, 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;
-
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;