X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=19d6be55027fbad4ea488a2915b2d034f5a464e0;hp=9048859a9ba464972c6df80d77cc4ac955213381;hb=51998d817120cd3833df7bae3d355642fd4abde5;hpb=48a252493005343483d9ea943c350cac146ab295 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 9048859..19d6be5 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -2,8 +2,7 @@ * * 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. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -32,11 +31,14 @@ const KEY_UP = 3; KEY_DOWN = 4; KEY_FIRE = 5; - KEY_NEXTWEAPON = 6; - KEY_PREVWEAPON = 7; - KEY_OPEN = 8; - KEY_JUMP = 9; - KEY_CHAT = 10; + KEY_OPEN = 6; + KEY_JUMP = 7; + KEY_CHAT = 8; + + WP_PREV = 0; + WP_NEXT = 1; + WP_FACT = WP_PREV; + WP_LACT = WP_NEXT; R_ITEM_BACKPACK = 0; R_KEY_RED = 1; @@ -95,12 +97,16 @@ const PLAYER_AP_SOFT = 100; PLAYER_AP_LIMIT = 200; SUICIDE_DAMAGE = 112; + WEAPON_DELAY = 5; + + PLAYER_BURN_TIME = 110; PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48); PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96); type TPlayerStat = record + Num: Integer; Ping: Word; Loss: Byte; Name: String; @@ -111,6 +117,7 @@ type Kills: Word; Color: TRGB; Spectator: Boolean; + UID: Word; end; TPlayerStatArray = Array of TPlayerStat; @@ -127,7 +134,7 @@ type MaxAmmo: Array [A_BULLETS..A_HIGH] of Word; Weapon: Array [WP_FIRST..WP_LAST] of Boolean; Rulez: Set of R_ITEM_BACKPACK..R_BERSERK; - WaitRecall: Boolean; + Used: Boolean; end; TKeyState = record @@ -163,7 +170,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -173,7 +180,7 @@ type FFirePainTime: Integer; FFireAttacker: Word; - FSavedState: TPlayerSavedState; + FSavedStateNum: Integer; FModel: TPlayerModel; FPunchAnim: TAnimation; @@ -183,13 +190,18 @@ type FActionChanged: Boolean; FAngle: SmallInt; FFireAngle: SmallInt; + FIncCamOld: Integer; FIncCam: Integer; + FSlopeOld: Integer; FShellTimer: Integer; FShellType: Byte; FSawSound: TPlayableSound; FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -200,9 +212,6 @@ type FNetTime: LongWord; mEDamageType: Integer; - // client-side only - weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release - function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -231,10 +240,12 @@ type function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + function hasAmmoForShooting (weapon: Byte): Boolean; + function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean; procedure doDamage (v: Integer); - function followCorpse(): Boolean; + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -248,6 +259,10 @@ type FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; + FWeapSwitchMode: Byte; + FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; + FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -255,13 +270,19 @@ type FWantsInGame: Boolean; FGhost: Boolean; FPhysics: Boolean; + FFlaming: Boolean; FJetpack: Boolean; FActualModelName: string; FClientID: SmallInt; FPing: Word; FLoss: Byte; + FReady: Boolean; FDummy: Boolean; FFireTime: Integer; + FSpawnInvul: Integer; + FHandicap: Integer; + FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request + FCorpse: Integer; // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -276,10 +297,16 @@ type procedure ReleaseKeys(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); + function GetColor(): TRGB; procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; + procedure SetWeaponPrefs(Prefs: Array of Byte); + procedure SetWeaponPref(Weapon, Pref: Byte); + function GetWeaponPref(Weapon: Byte) : Byte; + function GetMorePrefered() : Byte; + function MaySwitch(Weapon: Byte) : Boolean; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -294,7 +321,8 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(): Boolean; + function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; + function TryDropFlag(): Boolean; procedure AllRulez(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); @@ -313,9 +341,10 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); - procedure DrawIndicator(); + procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); + procedure PreUpdate(); procedure Update(); virtual; procedure RememberState(); procedure RecallState(); @@ -325,11 +354,14 @@ type procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); procedure DoLerp(Level: Integer = 2); procedure SetLerp(XTo, YTo: Integer); + procedure ProcessWeaponAction(Action: Byte); procedure QueueWeaponSwitch(Weapon: Byte); procedure RealizeCurrentWeapon(); + procedure FlamerOn; + procedure FlamerOff; procedure JetpackOn; procedure JetpackOff; - procedure CatchFire(Attacker: Word); + procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME); //WARNING! this does nothing for now, but still call it! procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right! @@ -337,9 +369,7 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - procedure releaseAllWeaponSwitchKeys (); - procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); - function isWeaponSwitchKeyReleased (index: Integer): Boolean; + function getCameraObj(): TObj; public property Vel: TPoint2i read FObj.Vel; @@ -356,6 +386,9 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; property CurrWeap: Byte read FCurrWeap write FCurrWeap; + property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode; + property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty; + property SkipFist: Byte read FSkipFist write FSkipFist; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -372,6 +405,8 @@ type property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property IncCam: Integer read FIncCam write FIncCam; + property IncCamOld: Integer read FIncCamOld write FIncCamOld; + property SlopeOld: Integer read FSlopeOld write FSlopeOld; property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; @@ -518,7 +553,7 @@ type public constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean); destructor Destroy(); override; - procedure Damage(Value: Word; vx, vy: Integer); + procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); procedure Update(); procedure Draw(); procedure SaveState (st: TStream); @@ -549,11 +584,12 @@ var gTeamStat: TTeamStat; gFly: Boolean = False; gAimLine: Boolean = False; - gChatBubble: Byte = 0; - gPlayerIndicator: Boolean = True; + gChatBubble: Integer = 0; + gPlayerIndicator: Integer = 1; + gPlayerIndicatorStyle: Integer = 0; gNumBots: Word = 0; - gLMSPID1: Word = 0; - gLMSPID2: Word = 0; + gSpectLatchPID1: Word = 0; + gSpectLatchPID2: Word = 0; MAX_RUNVEL: Integer = 8; VEL_JUMP: Integer = 10; SHELL_TIMEOUT: Cardinal = 60000; @@ -573,6 +609,7 @@ function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boole function g_Player_CreateFromState (st: TStream): Word; procedure g_Player_Remove(UID: Word); procedure g_Player_ResetTeams(); +procedure g_Player_PreUpdate(); procedure g_Player_UpdateAll(); procedure g_Player_DrawAll(); procedure g_Player_DrawDebug(p: TPlayer); @@ -583,7 +620,7 @@ function g_Player_Get(UID: Word): TPlayer; function g_Player_GetCount(): Byte; function g_Player_GetStats(): TPlayerStatArray; function g_Player_ValidName(Name: String): Boolean; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB); procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); procedure g_Player_UpdatePhysicalObjects(); @@ -592,10 +629,12 @@ procedure g_Player_DrawShells(); procedure g_Player_RemoveAllCorpses(); procedure g_Player_Corpses_SaveState (st: TStream); procedure g_Player_Corpses_LoadState (st: TStream); -procedure g_Bot_Add(Team, Difficult: Byte); -procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1); +procedure g_Player_ResetReady(); +procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); +procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100); procedure g_Bot_MixNames(); procedure g_Bot_RemoveAll(); +function g_Bot_GetCount(): Integer; implementation @@ -605,7 +644,7 @@ uses g_holmes, {$ENDIF} e_log, g_map, g_items, g_console, g_gfx, Math, - g_options, g_triggers, g_menu, g_game, g_grid, + g_options, g_triggers, g_menu, g_game, g_grid, e_res, wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg, g_window, utils, xstreams; @@ -694,6 +733,7 @@ var CurrentShell: Integer = 0; BotNames: Array of String; BotList: Array of TBotProfile; + SavedStates: Array of TPlayerSavedState; function Lerp(X, Y, Factor: Integer): Integer; @@ -830,146 +870,40 @@ begin end; function g_Player_CreateFromState (st: TStream): Word; -var - a, i: Integer; - ok, Bot: Boolean; - b: Byte; + var a: Integer; ok, Bot: Boolean; pos: Int64; begin - result := 0; - if (st = nil) then exit; //??? + assert(st <> nil); - // Ñèãíàòóðà èãðîêà + // check signature and entity type + pos := st.Position; if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature'); if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version'); - - // Áîò èëè ÷åëîâåê: Bot := utils.readBool(st); + st.Position := pos; + // find free player slot ok := false; - a := 0; - - // Åñòü ëè ìåñòî â gPlayers: - for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end; + for a := 0 to High(gPlayers) do + if gPlayers[a] = nil then + begin + ok := true; + break; + end; - // Íåò ìåñòà - ðàñøèðÿåì gPlayers + // allocate player slot if not ok then begin SetLength(gPlayers, Length(gPlayers)+1); a := High(gPlayers); end; - // Ñîçäàåì îáúåêò èãðîêà + // create entity and load state if Bot then gPlayers[a] := TBot.Create() else gPlayers[a] := TPlayer.Create(); - gPlayers[a].FIamBot := Bot; - gPlayers[a].FPhysics := True; - - // UID èãðîêà - gPlayers[a].FUID := utils.readWord(st); - // Èìÿ èãðîêà - gPlayers[a].FName := utils.readStr(st); - // Êîìàíäà - gPlayers[a].FTeam := utils.readByte(st); - gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; - // Æèâ ëè - gPlayers[a].FAlive := utils.readBool(st); - // Èçðàñõîäîâàë ëè âñå æèçíè - gPlayers[a].FNoRespawn := utils.readBool(st); - // Íàïðàâëåíèå - b := utils.readByte(st); - if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2 - // Çäîðîâüå - gPlayers[a].FHealth := utils.readLongInt(st); - // Æèçíè - gPlayers[a].FLives := utils.readByte(st); - // Áðîíÿ - gPlayers[a].FArmor := utils.readLongInt(st); - // Çàïàñ âîçäóõà - gPlayers[a].FAir := utils.readLongInt(st); - // Çàïàñ ãîðþ÷åãî - gPlayers[a].FJetFuel := utils.readLongInt(st); - // Áîëü - gPlayers[a].FPain := utils.readLongInt(st); - // Óáèë - gPlayers[a].FKills := utils.readLongInt(st); - // Óáèë ìîíñòðîâ - gPlayers[a].FMonsterKills := utils.readLongInt(st); - // Ôðàãîâ - gPlayers[a].FFrags := utils.readLongInt(st); - // Ôðàãîâ ïîäðÿä - gPlayers[a].FFragCombo := utils.readByte(st); - // Âðåìÿ ïîñëåäíåãî ôðàãà - gPlayers[a].FLastFrag := utils.readLongWord(st); - // Ñìåðòåé - gPlayers[a].FDeath := utils.readLongInt(st); - // Êàêîé ôëàã íåñåò - gPlayers[a].FFlag := utils.readByte(st); - // Íàøåë ñåêðåòîâ - gPlayers[a].FSecrets := utils.readLongInt(st); - // Òåêóùåå îðóæèå - gPlayers[a].FCurrWeap := utils.readByte(st); - // Ñëåäóþùåå æåëàåìîå îðóæèå - gPlayers[a].FNextWeap := utils.readWord(st); - // ...è ïàóçà - gPlayers[a].FNextWeapDelay := utils.readByte(st); - // Âðåìÿ çàðÿäêè BFG - gPlayers[a].FBFGFireCounter := utils.readSmallInt(st); - // Áóôåð óðîíà - gPlayers[a].FDamageBuffer := utils.readLongInt(st); - // Ïîñëåäíèé óäàðèâøèé - gPlayers[a].FLastSpawnerUID := utils.readWord(st); - // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà - gPlayers[a].FLastHit := utils.readByte(st); - // Îáúåêò èãðîêà: - Obj_LoadState(@gPlayers[a].FObj, st); - // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st); - // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st); - // Íàëè÷èå îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st); - // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st); - // Íàëè÷èå ðþêçàêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK); - // Íàëè÷èå êðàñíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED); - // Íàëè÷èå çåëåíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN); - // Íàëè÷èå ñèíåãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE); - // Íàëè÷èå áåðñåðêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK); - // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ - for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st); - // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà - for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st); - - // Íàçâàíèå ìîäåëè: - gPlayers[a].FActualModelName := utils.readStr(st); - // Öâåò ìîäåëè - gPlayers[a].FColor.R := utils.readByte(st); - gPlayers[a].FColor.G := utils.readByte(st); - gPlayers[a].FColor.B := utils.readByte(st); - // Îáíîâëÿåì ìîäåëü èãðîêà - gPlayers[a].SetModel(gPlayers[a].FActualModelName); - - // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî - if (gPlayers[a].FModel = nil) then - begin - gPlayers[a].Free(); - gPlayers[a] := nil; - g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName])); - exit; - end; - - // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû - if gGameSettings.GameMode in [GM_TDM, GM_CTF] then - gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam] - else - gPlayers[a].FModel.Color := gPlayers[a].FColor; + gPlayers[a].FPhysics := True; // ??? + gPlayers[a].LoadState(st); result := gPlayers[a].FUID; end; @@ -1003,7 +937,7 @@ begin end; end; -procedure g_Bot_Add(Team, Difficult: Byte); +procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); var m: SSArray; _name, _model: String; @@ -1011,6 +945,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1061,12 +998,6 @@ begin Break; end; -// Èìåíè íåò, çàäàåì ñëó÷àéíîå: - if _name = '' then - repeat - _name := Format('DFBOT%.2d', [Random(100)]); - until g_Player_ValidName(_name); - // Âûáèðàåì ñëó÷àéíóþ ìîäåëü: _model := m[Random(Length(m))]; @@ -1077,7 +1008,11 @@ begin Min(Random(9)*32, 255)), Team, True)) as TBot do begin - Name := _name; + // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà + if _name = '' then + Name := Format('DFBOT%.5d', [UID]) + else + Name := _name; case Difficult of 1: FDifficult := DIFFICULT_EASY; @@ -1092,6 +1027,8 @@ begin //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a]; end; + FHandicap := Handicap; + g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True); if g_Game_IsNet then MH_SEND_PlayerCreate(UID); @@ -1100,7 +1037,7 @@ begin end; end; -procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); +procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100); var m: SSArray; _name, _model: String; @@ -1108,6 +1045,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1163,6 +1103,8 @@ begin FDifficult.Cover := BotList[num].cover; FDifficult.CloseJump := BotList[num].close_jump; + FHandicap := Handicap; + for a := WP_FIRST to WP_LAST do begin FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a]; @@ -1240,14 +1182,16 @@ var a, b: Integer; config: TConfig; sa: SSArray; + path: AnsiString; begin BotNames := nil; - if not FileExists(DataDir + BOTNAMES_FILENAME) then + path := BOTNAMES_FILENAME; + if e_FindResource(DataDirs, path) = false then Exit; // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà: - AssignFile(F, DataDir + BOTNAMES_FILENAME); + AssignFile(F, path); Reset(F); while not EOF(F) do @@ -1268,7 +1212,7 @@ begin g_Bot_MixNames(); // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: - config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME); + config := TConfig.CreateFile(path); BotList := nil; a := 0; @@ -1325,6 +1269,7 @@ begin end; config.Free(); + SetLength(SavedStates, 0); end; procedure g_Player_Free(); @@ -1348,6 +1293,17 @@ begin gPlayer1 := nil; gPlayer2 := nil; + SetLength(SavedStates, 0); +end; + +procedure g_Player_PreUpdate(); +var + i: Integer; +begin + if gPlayers = nil then Exit; + for i := 0 to High(gPlayers) do + if gPlayers[i] <> nil then + gPlayers[i].PreUpdate(); end; procedure g_Player_UpdateAll(); @@ -1403,6 +1359,8 @@ begin e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont); e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont); e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont); + e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont); + e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont); end; procedure g_Player_DrawHealth(); @@ -1457,6 +1415,20 @@ begin Result := Result + 1; end; +function g_Bot_GetCount(): Integer; +var + a: Integer; +begin + Result := 0; + + if gPlayers = nil then + Exit; + + for a := 0 to High(gPlayers) do + if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then + Result := Result + 1; +end; + function g_Player_GetStats(): TPlayerStatArray; var a: Integer; @@ -1471,6 +1443,7 @@ begin SetLength(Result, Length(Result)+1); with Result[High(Result)] do begin + Num := a; Ping := gPlayers[a].FPing; Loss := gPlayers[a].FLoss; Name := gPlayers[a].FName; @@ -1481,10 +1454,27 @@ begin Color := gPlayers[a].FModel.Color; Lives := gPlayers[a].FLives; Spectator := gPlayers[a].FSpectator; + UID := gPlayers[a].FUID; end; end; end; +procedure g_Player_ResetReady(); +var + a: Integer; +begin + if not g_Game_IsServer then Exit; + if gPlayers = nil then Exit; + + for a := 0 to High(gPlayers) do + if gPlayers[a] <> nil then + begin + gPlayers[a].FReady := False; + if g_Game_IsNet then + MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N'); + end; +end; + procedure g_Player_RememberAll; var i: Integer; @@ -1519,21 +1509,24 @@ begin end; end; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; var i: Integer; find_id: DWORD; ok: Boolean; begin + Result := -1; + if Player.alive then Exit; // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì: - if gCorpses <> nil then - for i := 0 to High(gCorpses) do - if gCorpses[i] <> nil then - if gCorpses[i].FPlayerUID = Player.FUID then - gCorpses[i].FPlayerUID := 0; + i := Player.FCorpse; + if (i >= 0) and (i < Length(gCorpses)) then + begin + if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then + gCorpses[i].FPlayerUID := 0; + end; if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1561,6 +1554,8 @@ begin gCorpses[find_id].FObj.Vel := FObj.Vel; gCorpses[find_id].FObj.Accel := FObj.Accel; gCorpses[find_id].FPlayerUID := FUID; + + Result := find_id; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1678,6 +1673,9 @@ begin if gGibs[i].alive then with gGibs[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1728,6 +1726,9 @@ begin if gShells[i].alive then with gShells[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1816,7 +1817,7 @@ procedure TShell.positionChanged (); inline; begin end; procedure g_Player_DrawCorpses(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gGibs <> nil then @@ -1827,13 +1828,15 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := Obj.Rect.X+(Obj.Rect.Width div 2); a.y := Obj.Rect.Y+(Obj.Rect.Height div 2); - e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors := Color; - e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1847,7 +1850,7 @@ end; procedure g_Player_DrawShells(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gShells <> nil then @@ -1858,10 +1861,12 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -2006,6 +2011,71 @@ begin if FModel <> nil then FModel.Color := Color; end; + + +function TPlayer.GetColor(): TRGB; +begin + result := FModel.Color; +end; + +procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); +var + i: Integer; +begin + for i := WP_FIRST to WP_LAST + 1 do + begin + if (Prefs[i] > WP_LAST + 1) then + FWeapPreferences[i] := 0 + else + FWeapPreferences[i] := Prefs[i]; + end; +end; + +procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); +begin + if (Weapon > WP_LAST + 1) then + exit + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then + FWeapPreferences[Weapon] := Pref + else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then + FWeapPreferences[Weapon] := 0; +end; + +function TPlayer.GetWeaponPref(Weapon: Byte) : Byte; +begin + if (Weapon > WP_LAST + 1) then + result := 0 + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then + result := 0 + else + result := FWeapPreferences[Weapon]; +end; + +function TPlayer.GetMorePrefered() : Byte; +var + testedWeap, i: Byte; +begin + testedWeap := FCurrWeap; + for i := WP_FIRST to WP_LAST do + if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then + testedWeap := i; + if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then + testedWeap := WEAPON_KASTET; + result := testedWeap; +end; + +function TPlayer.maySwitch(Weapon: Byte) : Boolean; +begin + result := true; + if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then + begin + if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then + result := false; + end + else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then + result := false; +end; + procedure TPlayer.SwitchTeam; begin if g_Game_IsClient then @@ -2105,6 +2175,9 @@ begin FSawSoundIdle := TPlayableSound.Create(); FSawSoundHit := TPlayableSound.Create(); FSawSoundSelect := TPlayableSound.Create(); + FFlameSoundOn := TPlayableSound.Create(); + FFlameSoundOff := TPlayableSound.Create(); + FFlameSoundWork := TPlayableSound.Create(); FJetSoundFly := TPlayableSound.Create(); FJetSoundOn := TPlayableSound.Create(); FJetSoundOff := TPlayableSound.Create(); @@ -2113,6 +2186,9 @@ begin FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW'); FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW'); FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW'); + FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON'); + FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF'); + FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK'); FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY'); FJetSoundOn.SetByName('SOUND_PLAYER_JETON'); FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF'); @@ -2121,11 +2197,13 @@ begin FClientID := -1; FPing := 0; FLoss := 0; - FSavedState.WaitRecall := False; + FSavedStateNum := -1; FShellTimer := -1; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2136,39 +2214,11 @@ begin FJustTeleported := False; FNetTime := 0; - resetWeaponQueue(); - releaseAllWeaponSwitchKeys(); -end; + FWaitForFirstSpawn := false; - -procedure TPlayer.releaseAllWeaponSwitchKeys (); -var - f: Integer; -begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; -end; - -procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; - weaponSwitchKeyReleased[index] := not pressed; -end; - -function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then - begin - result := true; - end - else - begin - result := weaponSwitchKeyReleased[index]; - end; + resetWeaponQueue(); end; - procedure TPlayer.positionChanged (); inline; begin end; @@ -2212,6 +2262,7 @@ begin FMegaRulez[MR_SUIT] := 0; FMegaRulez[MR_INVUL] := 0; FMegaRulez[MR_INVIS] := 0; + FSpawnInvul := 0; FBerserk := 0; end; @@ -2302,6 +2353,10 @@ begin FSawSound.Free(); FSawSoundIdle.Free(); FSawSoundHit.Free(); + FSawSoundSelect.Free(); + FFlameSoundOn.Free(); + FFlameSoundOff.Free(); + FFlameSoundWork.Free(); FJetSoundFly.Free(); FJetSoundOn.Free(); FJetSoundOff.Free(); @@ -2312,35 +2367,94 @@ begin inherited; end; -procedure TPlayer.DrawIndicator(); +procedure TPlayer.DrawIndicator(Color: TRGB); var - indX, indY: Integer; + indX, indY, fX, fY, fSlope: Integer; indW, indH: Word; + indA: Single; + a: TDFPoint; + nW, nH: Byte; ID: DWORD; + c: TRGB; begin if FAlive then - begin - indX := FObj.X+FObj.Rect.X; - indY := FObj.Y - 12; - if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + + case gPlayerIndicatorStyle of + 0: + begin + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + a.X := indW div 2; + a.Y := indH div 2; + + if (FObj.X + FObj.Rect.X) < 0 then + begin + indA := 90; + indX := fX + FObj.Rect.X + FObj.Rect.Width; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + end + + else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then + begin + indA := 270; + indX := fX + FObj.Rect.X - indH; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + end + + else if (FObj.Y - indH) < 0 then + begin + indA := 180; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY + FObj.Rect.Y + FObj.Rect.Height; + end + + else + begin + indA := 0; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY - indH; + end; + + indY := indY + fSlope; + indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW); + indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH); + + c := e_Colors; + e_Colors := Color; + e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a); + e_Colors := c; + end; + end; + + 1: begin - e_GetTextureSize(ID, @indW, @indH); - e_Draw(ID, indX + indW div 2, indY, 0, True, False); + e_TextureFontGetSize(gStdFont, nW, nH); + indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2; + indY := fY - nH + fSlope; + e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True); end; end; - //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead + end; end; procedure TPlayer.DrawBubble(); var - bubX, bubY: Integer; + bubX, bubY, fX, fY: Integer; ID: LongWord; Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); - bubY := FObj.Y+FObj.Rect.Y - 18; + CObj := getCameraObj(); + CObj.lerp(gLerpFactor, fX, fY); + // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake + bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); + bubY := fY+FObj.Rect.Y - 18; Rb := 64; Gb := 64; Bb := 64; @@ -2350,8 +2464,8 @@ begin case gChatBubble of 1: // simple textual non-bubble begin - bubX := FObj.X+FObj.Rect.X - 11; - bubY := FObj.Y+FObj.Rect.Y - 17; + bubX := fX+FObj.Rect.X - 11; + bubY := fY+FObj.Rect.Y - 17; e_TextureFontPrint(bubX, bubY, '[...]', gStdFont); Exit; end; @@ -2418,7 +2532,11 @@ var w, h: Word; dr: Boolean; Mirror: TMirrorType; + fX, fY, fSlope: Integer; begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + if FAlive then begin if Direction = TDirection.D_RIGHT then @@ -2428,8 +2546,8 @@ begin if FPunchAnim <> nil then begin - FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), - FObj.Y+FObj.Rect.Y-11, Mirror); + FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + fY+fSlope+FObj.Rect.Y-11, Mirror); if FPunchAnim.played then begin FPunchAnim.Free; @@ -2437,16 +2555,16 @@ begin end; end; - if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then + if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then begin e_GetTextureSize(ID, @w, @h); if FDirection = TDirection.D_LEFT then - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False) + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False) else - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False); + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False); end; if FMegaRulez[MR_INVIS] > gTime then @@ -2459,15 +2577,15 @@ begin else dr := True; if dr then - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200) + FModel.Draw(fX, fY+fSlope, 200) else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254); + FModel.Draw(fX, fY+fSlope, 254); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end; if g_debug_Frames then @@ -2480,7 +2598,9 @@ begin end; if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then - DrawBubble(); + if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or + ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then + DrawBubble(); // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR if gAimLine and alive and ((Self = gPlayer1) or (Self = gPlayer2)) then @@ -2694,7 +2814,14 @@ begin e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0)); end; - if gShowLives and (gGameSettings.MaxLives > 0) then + if gLMSRespawn > LMS_RESPAWN_NONE then + begin + s := _lc[I_GAME_WARMUP]; + e_CharFont_GetSize(gMenuFont, s, tw, th); + s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000); + e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0)); + end + else if gShowLives and (gGameSettings.MaxLives > 0) then begin s := IntToStr(Lives); e_CharFont_GetSize(gMenuFont, s, tw, th); @@ -2803,7 +2930,7 @@ var dr: Boolean; begin // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí - if FMegaRulez[MR_INVUL] >= gTime then + if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then begin if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300) @@ -3079,11 +3206,17 @@ begin if FAmmo[A_FUEL] > 0 then begin g_Weapon_flame(wx, wy, xd, yd, FUID); + FlamerOn; FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; Dec(FAmmo[A_FUEL]); FFireAngle := FAngle; f := True; DidFire := True; + end + else + begin + FlamerOff; + if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; end; @@ -3127,6 +3260,35 @@ begin PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True); end; +procedure TPlayer.FlamerOn; +begin + FFlameSoundOff.Stop(); + FFlameSoundOff.SetPosition(0); + if FFlaming then + begin + if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then + FFlameSoundWork.PlayAt(FObj.X, FObj.Y); + end + else + begin + FFlameSoundOn.PlayAt(FObj.X, FObj.Y); + FFlaming := True; + end; +end; + +procedure TPlayer.FlamerOff; +begin + if FFlaming then + begin + FFlameSoundOn.Stop(); + FFlameSoundOn.SetPosition(0); + FFlameSoundWork.Stop(); + FFlameSoundWork.SetPosition(0); + FFlameSoundOff.PlayAt(FObj.X, FObj.Y); + FFlaming := False; + end; +end; + procedure TPlayer.JetpackOn; begin FJetSoundFly.Stop; @@ -3144,9 +3306,17 @@ begin FJetSoundOff.PlayAt(FObj.X, FObj.Y); end; -procedure TPlayer.CatchFire(Attacker: Word); +procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME); begin - FFireTime := 100; + if Timeout <= 0 then + exit; + if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then + exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà + if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then + exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé + if FFireTime <= 0 then + g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y); + FFireTime := Timeout; FFireAttacker := Attacker; if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); @@ -3306,10 +3476,15 @@ begin if SpawnerUID = FUID then begin // Ñàìîóáèëñÿ - if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then + if Srv then begin - Dec(FFrags); - FLastFrag := 0; + if gGameSettings.GameMode = GM_TDM then + Dec(gTeamStat[FTeam].Goals); + if DoFrags or (gGameSettings.GameMode = GM_TDM) then + begin + Dec(FFrags); + FLastFrag := 0; + end; end; g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True); end @@ -3424,7 +3599,8 @@ begin PushItem(ITEM_JETPACK); // Âûáðîñ êëþ÷åé: - if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then + if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or + (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then begin if R_KEY_RED in FRulez then PushItem(ITEM_KEY_RED); @@ -3437,10 +3613,10 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; - g_Player_CreateCorpse(Self); + FCorpse := g_Player_CreateCorpse(Self); if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and (gLMSRespawn = LMS_RESPAWN_NONE) then @@ -3544,7 +3720,7 @@ begin if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then begin if NetMode = NET_SERVER then - MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000) + MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime) else g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True); end; @@ -3593,6 +3769,15 @@ begin FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; +procedure TPlayer.ProcessWeaponAction(Action: Byte); +begin + if g_Game_IsClient then Exit; + case Action of + WP_PREV: PrevWeapon(); + WP_NEXT: NextWeapon(); + end; +end; + procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin if g_Game_IsClient then Exit; @@ -3620,172 +3805,121 @@ begin end; end; +function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_KASTET, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); + WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0); + WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40); + WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); + else result := (weapon < length(FWeapon)); + end; +end; + +function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean; +begin + result := false; + if (weapon > WP_LAST + 1) then + begin + result := false; + exit; + end; + if (FWeapSwitchMode = 1) and not hadWeapon then + result := true + else if (FWeapSwitchMode = 2) then + result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]); +end; + // return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` - wwc: Integer; - f, dir, cwi, rwidx, curlidx: Integer; - - function real2log (ridx: Integer): Integer; - var - f: Integer; - begin - if (ridx >= 0) then - begin - for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; - end; - result := -1; - end; - + wwc: Integer = 0; //HACK! + dir, cwi: Integer; begin result := 255; // default result: "no switch" - + //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify); // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; - - for f := 0 to High(weaponOrder) do weaponOrder[f] := -1; - - // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) - // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed) - // priorities: - // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist - weaponOrder[0] := WEAPON_SUPERPULEMET; - weaponOrder[1] := WEAPON_BFG; - weaponOrder[2] := WEAPON_ROCKETLAUNCHER; - weaponOrder[3] := WEAPON_PLASMA; - weaponOrder[4] := WEAPON_FLAMETHROWER; - weaponOrder[5] := WEAPON_SHOTGUN2; - weaponOrder[6] := WEAPON_CHAINGUN; - weaponOrder[7] := WEAPON_SHOTGUN1; - weaponOrder[8] := WEAPON_PISTOL; - weaponOrder[9] := WEAPON_KASTET+666; // berserk fist - weaponOrder[10] := WEAPON_SAW; - weaponOrder[11] := WEAPON_KASTET; // normal fist - - for f := 0 to High(weaponOrder) do - begin - if (weaponOrder[f] = WEAPON_KASTET) then - begin - // normal fist: remove if we have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := -1; - end - else - if (weaponOrder[f] = WEAPON_KASTET+666) then - begin - // berserk fist: remove if we don't have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1; - end; - end; - - (* - WEAPON_KASTET = 0; - WEAPON_SAW = 1; - WEAPON_PISTOL = 2; - WEAPON_SHOTGUN1 = 3; - WEAPON_SHOTGUN2 = 4; - WEAPON_CHAINGUN = 5; - WEAPON_ROCKETLAUNCHER = 6; - WEAPON_PLASMA = 7; - WEAPON_BFG = 8; - WEAPON_SUPERPULEMET = 9; - WEAPON_FLAMETHROWER = 10; - *) - // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" + if (FNextWeap and $8000) <> 0 then + dir := 1 + else + dir := -1; FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then exit; // cooldown time - //cwi := real2log(FCurrWeap); - //if (cwi < 0) then cwi := 0; + if FNextWeapDelay > 0 then + exit; // cooldown time cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - //rwidx := weaponOrder[cwi]; - rwidx := cwi; // sorry - if (rwidx < 0) then continue; - if FWeapon[rwidx] then - begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); - result := Byte(rwidx); - //FNextWeapDelay := 10; //k8: not needed anymore + if FWeapon[cwi] and maySwitch(cwi) then + begin + //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); + result := Byte(cwi); + FNextWeapDelay := WEAPON_DELAY; exit; end; end; resetWeaponQueue(); exit; end; - // no cycling - for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - wwc := 0; + for i := 0 to High(wantThisWeapon) do + wantThisWeapon[i] := false; for i := 0 to High(FWeapon) do - begin if (FNextWeap and (1 shl i)) <> 0 then begin - cwi := real2log(i); - if (cwi >= 0) then wantThisWeapon[cwi] := true; + wantThisWeapon[i] := true; Inc(wwc); end; - end; + // exclude currently selected weapon from the set + wantThisWeapon[FCurrWeap] := false; // slow down alterations a little - if (wwc > 1) then + if wwc > 1 then begin - // more than one weapon requested, assume "alteration", and check alteration delay + //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); + // more than one weapon requested, assume "alteration" and check alteration delay if FNextWeapDelay > 0 then begin - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah end; - // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if (wwc < 1) then + if wwc < 1 then begin resetWeaponQueue(); exit; end; - - // exclude currently selected weapon from the set - curlidx := real2log(FCurrWeap); - //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); - //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning); - //if (curlidx >= 0) then wantThisWeapon[curlidx] := false; - //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons - - // find next weapon to switch onto - cwi := curlidx; - for i := 0 to High(weaponOrder) do - begin - cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); - if (cwi = curlidx) then continue; // skip current weapon - if not wantThisWeapon[cwi] then continue; - rwidx := weaponOrder[cwi]; - if (rwidx < 0) then continue; - //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); - if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); + // try weapons in descending order + for i := High(FWeapon) downto 0 do + begin + if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin - //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! - result := Byte(rwidx); + result := Byte(i); resetWeaponQueue(); - //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore + FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not + //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify); exit; end; end; - // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -3811,9 +3945,7 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - //HACK: alteration delay will be reset when player released any weapon switch key - FNextWeapDelay := 0; //k8: just in case - //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" if not switchAllowed then begin @@ -3823,11 +3955,12 @@ begin end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); + //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); resetWeaponQueue(); exit; end; @@ -3866,18 +3999,10 @@ begin end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; - - function allowBerserkSwitching (): Boolean; - begin - if (FBFGFireCounter <> -1) then begin result := false; exit; end; - result := true; - if gBerserkAutoswitch then exit; - if not conIsCheatsEnabled then exit; - result := false; - end; - var a: Boolean; + switchWeapon: Byte = 255; + hadWeapon: Boolean = False; begin Result := False; if g_Game_IsClient then Exit; @@ -3885,12 +4010,11 @@ begin // a = true - ìåñòî ñïàâíà ïðåäìåòà: a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn; remove := not a; - case ItemType of ITEM_MEDKIT_SMALL: - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - IncMax(FHealth, 10, PLAYER_HP_SOFT); + if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); Result := True; remove := True; FFireTime := 0; @@ -3898,9 +4022,9 @@ begin end; ITEM_MEDKIT_LARGE: - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - IncMax(FHealth, 25, PLAYER_HP_SOFT); + if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); Result := True; remove := True; FFireTime := 0; @@ -3926,9 +4050,9 @@ begin end; ITEM_SPHERE_BLUE: - if FHealth < PLAYER_HP_LIMIT then + if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then begin - IncMax(FHealth, 100, PLAYER_HP_LIMIT); + if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); Result := True; remove := True; FFireTime := 0; @@ -3936,7 +4060,7 @@ begin end; ITEM_SPHERE_WHITE: - if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then begin if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; @@ -3951,6 +4075,8 @@ begin ITEM_WEAPON_SAW: if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin + hadWeapon := FWeapon[WEAPON_SAW]; + switchWeapon := WEAPON_SAW; FWeapon[WEAPON_SAW] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); @@ -3962,7 +4088,8 @@ begin begin // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó: if a and FWeapon[WEAPON_SHOTGUN1] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN1]; + switchWeapon := WEAPON_SHOTGUN1; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN1] := True; Result := True; @@ -3974,7 +4101,8 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then begin if a and FWeapon[WEAPON_SHOTGUN2] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN2]; + switchWeapon := WEAPON_SHOTGUN2; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN2] := True; Result := True; @@ -3986,7 +4114,8 @@ begin if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then begin if a and FWeapon[WEAPON_CHAINGUN] then Exit; - + hadWeapon := FWeapon[WEAPON_CHAINGUN]; + switchWeapon := WEAPON_CHAINGUN; IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); FWeapon[WEAPON_CHAINGUN] := True; Result := True; @@ -3998,7 +4127,8 @@ begin if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then begin if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit; - + switchWeapon := WEAPON_ROCKETLAUNCHER; + hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER]; IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]); FWeapon[WEAPON_ROCKETLAUNCHER] := True; Result := True; @@ -4010,7 +4140,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then begin if a and FWeapon[WEAPON_PLASMA] then Exit; - + switchWeapon := WEAPON_PLASMA; + hadWeapon := FWeapon[WEAPON_PLASMA]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_PLASMA] := True; Result := True; @@ -4022,7 +4153,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then begin if a and FWeapon[WEAPON_BFG] then Exit; - + switchWeapon := WEAPON_BFG; + hadWeapon := FWeapon[WEAPON_BFG]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_BFG] := True; Result := True; @@ -4034,7 +4166,8 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then begin if a and FWeapon[WEAPON_SUPERPULEMET] then Exit; - + switchWeapon := WEAPON_SUPERPULEMET; + hadWeapon := FWeapon[WEAPON_SUPERPULEMET]; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SUPERPULEMET] := True; Result := True; @@ -4046,7 +4179,8 @@ begin if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then begin if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; - + switchWeapon := WEAPON_FLAMETHROWER; + hadWeapon := FWeapon[WEAPON_FLAMETHROWER]; IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); FWeapon[WEAPON_FLAMETHROWER] := True; Result := True; @@ -4141,7 +4275,7 @@ begin (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or - (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then + (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then begin FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; @@ -4157,6 +4291,8 @@ begin IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]); if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); + if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then + IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]); FRulez := FRulez + [R_ITEM_BACKPACK]; Result := True; @@ -4218,7 +4354,7 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if allowBerserkSwitching then + if (FBFGFireCounter = -1) then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); @@ -4234,9 +4370,9 @@ begin remove := True; FFireTime := 0; end; - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - FHealth := PLAYER_HP_SOFT; + if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT; FBerserk := gTime+30000; Result := True; remove := True; @@ -4248,15 +4384,16 @@ begin if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; Result := True; remove := True; if gFlash = 2 then Inc(FPickup, 5); end; ITEM_BOTTLE: - if FHealth < PLAYER_HP_LIMIT then + if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then begin - IncMax(FHealth, 4, PLAYER_HP_LIMIT); + if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT); Result := True; remove := True; FFireTime := 0; @@ -4290,6 +4427,9 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch(); @@ -4333,6 +4473,9 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + FSpawnInvul := 0; + FCorpse := -1; + FReady := False; if FNoRespawn then begin FSpectator := False; @@ -4351,6 +4494,8 @@ begin ReleaseKeys(); FDamageBuffer := 0; + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; @@ -4373,143 +4518,58 @@ begin // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then begin - if (Self = gPlayer1) or (Self = gPlayer2) then + if Self = gPlayer1 then begin - // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER2 - else - c := RESPAWNPOINT_PLAYER1; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end else + // player 1 should try to spawn on the player 1 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2); + end + else if Self = gPlayer2 then begin - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà) - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED + // player 2 should try to spawn on the player 2 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1); + end else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; + // other players randomly pick either the first or the second point + c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2); + if g_Map_GetPointCount(c) > 0 then + Exit(c); + // try the other one + c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1); + if g_Map_GetPointCount(c) > 0 then + Exit(c); end; end; // Ìÿñîïîâàë if gGameSettings.GameMode = GM_DM then begin - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED - else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + // try DM points first + if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then + Exit(RESPAWNPOINT_DM); end; // Êîìàíäíûå if gGameSettings.GameMode in [GM_TDM, GM_CTF] then begin - // Òî÷êà ñâîåé êîìàíäû - c := RESPAWNPOINT_DM; - if FTeam = TEAM_RED then - c := RESPAWNPOINT_RED; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà äðóãîé êîìàíäû + // try team points first c := RESPAWNPOINT_DM; if FTeam = TEAM_RED then + c := RESPAWNPOINT_RED + else if FTeam = TEAM_BLUE then c := RESPAWNPOINT_BLUE; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_RED; if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + Exit(c); end; + + // still haven't found a spawnpoint, try random shit + Result := g_Map_GetRandomPointType(); end; procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False); @@ -4519,11 +4579,15 @@ var Anim: TAnimation; ID: DWORD; begin + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; + FSpawnInvul := 0; + FCorpse := -1; if not g_Game_IsServer then Exit; @@ -4572,7 +4636,7 @@ begin // Âîñêðåøåíèå áåç îðóæèÿ: if not FAlive then begin - FHealth := PLAYER_HP_SOFT; + FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100)); FArmor := 0; FAlive := True; FAir := AIR_DEF; @@ -4602,7 +4666,8 @@ begin FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS]; FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL]; - if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then + if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and + LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE] else FRulez := []; @@ -4618,6 +4683,8 @@ begin // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ: FObj.X := RespawnPoint.X-PLAYER_RECT.X; FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; FObj.Vel.X := 0; FObj.Vel.Y := 0; FObj.Accel.X := 0; @@ -4638,9 +4705,17 @@ begin for a := Low(FMegaRulez) to High(FMegaRulez) do FMegaRulez[a] := 0; +// Respawn invulnerability + if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then + begin + FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000; + FSpawnInvul := FMegaRulez[MR_INVUL]; + end; + FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFlaming := False; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; @@ -4661,9 +4736,9 @@ begin FSpectatePlayer := -1; FSpawned := True; - if (gPlayer1 = nil) and (gLMSPID1 = FUID) then + if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then gPlayer1 := self; - if (gPlayer2 = nil) and (gLMSPID2 = FUID) then + if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then gPlayer2 := self; if g_Game_IsNet then @@ -4695,17 +4770,18 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin if Self = gPlayer1 then begin - gLMSPID1 := FUID; + gSpectLatchPID1 := FUID; gPlayer1 := nil; - end; - if Self = gPlayer2 then + end + else if Self = gPlayer2 then begin - gLMSPID2 := FUID; + gSpectLatchPID2 := FUID; gPlayer2 := nil; end; end; @@ -4867,6 +4943,8 @@ begin FObj.X := X-PLAYER_RECT.X; FObj.Y := Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; if FAlive and FGhost then begin FXTo := FObj.X; @@ -4925,11 +5003,12 @@ begin Result := 1; end; -function TPlayer.followCorpse(): Boolean; +function TPlayer.refreshCorpse(): Boolean; var i: Integer; begin Result := False; + FCorpse := -1; if FAlive or FSpectator then Exit; if (gCorpses = nil) or (Length(gCorpses) = 0) then @@ -4939,16 +5018,34 @@ begin if gCorpses[i].FPlayerUID = FUID then begin Result := True; - FObj.X := gCorpses[i].FObj.X; - FObj.Y := gCorpses[i].FObj.Y; - FObj.Vel.X := gCorpses[i].FObj.Vel.X; - FObj.Vel.Y := gCorpses[i].FObj.Vel.Y; - FObj.Accel.X := gCorpses[i].FObj.Accel.X; - FObj.Accel.Y := gCorpses[i].FObj.Accel.Y; + FCorpse := i; break; end; end; +function TPlayer.getCameraObj(): TObj; +begin + if (not FAlive) and (not FSpectator) and + (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and + (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then + begin + gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft; + Result := gCorpses[FCorpse].FObj; + end + else + begin + Result := FObj; + end; +end; + +procedure TPlayer.PreUpdate(); +begin + FSlopeOld := FObj.slopeUpLeft; + FIncCamOld := FIncCam; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4968,7 +5065,7 @@ begin DoLerp(4); if NetServer then - if FClientID >= 0 then + if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; if NetClients[FClientID].Peer^.packetsSent > 0 then @@ -5009,10 +5106,6 @@ begin FIncCam := FIncCam*i; end; - // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); - if gTime mod (GAME_TICK*2) <> 0 then begin if (FObj.Vel.X = 0) and FAlive then @@ -5025,8 +5118,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -5040,9 +5132,15 @@ begin // Let alive player do some actions if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT); if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT); - //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); - if FKeys[KEY_FIRE].Pressed and AnyServer then Fire(); + if FKeys[KEY_FIRE].Pressed and AnyServer then Fire() + else + begin + if AnyServer then + begin + FlamerOff; + if NetServer then MH_SEND_PlayerStats(FUID); + end; + end; if FKeys[KEY_OPEN].Pressed and AnyServer then Use(); if FKeys[KEY_JUMP].Pressed then Jump() else @@ -5152,8 +5250,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -5303,11 +5400,13 @@ begin if FFirePainTime <= 0 then begin if g_Game_IsServer then - Damage(5, FFireAttacker, 0, 0, HIT_FLAME); - FFirePainTime := 18; + Damage(2, FFireAttacker, 0, 0, HIT_FLAME); + FFirePainTime := 12 - FFireTime div 12; end; FFirePainTime := FFirePainTime - 1; FFireTime := FFireTime - 1; + if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then + FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y); if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; @@ -5339,7 +5438,7 @@ begin else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit) else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit); - if FAlive then + if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then begin if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y) else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y) @@ -5610,6 +5709,7 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; f := True; end; @@ -5632,16 +5732,20 @@ procedure TPlayer.SetLerp(XTo, YTo: Integer); var AX, AY: Integer; begin - if NetInterpLevel < 1 then + FXTo := XTo; + FYTo := YTo; + if FJustTeleported or (NetInterpLevel < 1) then begin FObj.X := XTo; FObj.Y := YTo; + if FJustTeleported then + begin + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + end; end else begin - FXTo := XTo; - FYTo := YTo; - AX := Abs(FXTo - FObj.X); AY := Abs(FYTo - FObj.Y); if (AX > 32) or (AX <= NetInterpLevel) then @@ -5666,7 +5770,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5694,6 +5798,16 @@ begin g_Map_ResetFlag(FFlag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_cap_flag[a].IsPlaying() then + sound_cap_flag[a].Play(); + gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; Result := True; @@ -5725,6 +5839,16 @@ begin g_Map_ResetFlag(Flag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_ret_flag[a].IsPlaying() then + sound_ret_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5752,6 +5876,16 @@ begin gFlags[Flag].State := FLAG_STATE_CAPTURED; + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_get_flag[a].IsPlaying() then + sound_get_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5768,9 +5902,19 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(): Boolean; +function TPlayer.TryDropFlag(): Boolean; +begin + if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then + Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG)) + else + Result := False; +end; + +function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; var s: String; + a: Byte; + xv, yv: Integer; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5783,8 +5927,18 @@ begin Direction := FDirection; State := FLAG_STATE_DROPPED; Count := FLAG_TIME; - g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5), - (FObj.Vel.Y div 2)-2+Random(5)); + if DoThrow then + begin + xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10); + yv := FObj.Vel.Y - 2; + end + else + begin + xv := (FObj.Vel.X div 2); + yv := (FObj.Vel.Y div 2) - 2; + end; + g_Obj_Push(@Obj, xv, yv); + positionChanged(); // this updates spatial accelerators if FFlag = FLAG_RED then @@ -5795,6 +5949,16 @@ begin g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then + sound_lost_flag[a].Play(); + if g_Game_IsNet then MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False); end; @@ -5804,6 +5968,11 @@ end; procedure TPlayer.GetSecret(); begin + if (self = gPlayer1) or (self = gPlayer2) then + begin + g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True); + g_Sound_PlayEx('SOUND_GAME_SECRET'); + end; Inc(FSecrets); end; @@ -5845,45 +6014,66 @@ end; procedure TPlayer.RememberState(); var i: Integer; -begin - FSavedState.Health := FHealth; - FSavedState.Armor := FArmor; - FSavedState.Air := FAir; - FSavedState.JetFuel := FJetFuel; - FSavedState.CurrWeap := FCurrWeap; - FSavedState.NextWeap := FNextWeap; - FSavedState.NextWeapDelay := FNextWeapDelay; - - for i := 0 to 3 do - FSavedState.Ammo[i] := FAmmo[i]; - for i := 0 to 3 do - FSavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState: TPlayerSavedState; +begin + SavedState.Health := FHealth; + SavedState.Armor := FArmor; + SavedState.Air := FAir; + SavedState.JetFuel := FJetFuel; + SavedState.CurrWeap := FCurrWeap; + SavedState.NextWeap := FNextWeap; + SavedState.NextWeapDelay := FNextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + SavedState.Weapon[i] := FWeapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + SavedState.Ammo[i] := FAmmo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + SavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; + + FSavedStateNum := -1; + for i := Low(SavedStates) to High(SavedStates) do + if not SavedStates[i].Used then + begin + FSavedStateNum := i; + break; + end; + if FSavedStateNum < 0 then + begin + SetLength(SavedStates, Length(SavedStates) + 1); + FSavedStateNum := High(SavedStates); + end; - FSavedState.Rulez := FRulez; - FSavedState.WaitRecall := True; + SavedState.Used := True; + SavedStates[FSavedStateNum] := SavedState; end; procedure TPlayer.RecallState(); var i: Integer; + SavedState: TPlayerSavedState; begin - if not FSavedState.WaitRecall then Exit; - - FHealth := FSavedState.Health; - FArmor := FSavedState.Armor; - FAir := FSavedState.Air; - FJetFuel := FSavedState.JetFuel; - FCurrWeap := FSavedState.CurrWeap; - FNextWeap := FSavedState.NextWeap; - FNextWeapDelay := FSavedState.NextWeapDelay; - - for i := 0 to 3 do - FAmmo[i] := FSavedState.Ammo[i]; - for i := 0 to 3 do - FMaxAmmo[i] := FSavedState.MaxAmmo[i]; + if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then + Exit; - FRulez := FSavedState.Rulez; - FSavedState.WaitRecall := False; + SavedState := SavedStates[FSavedStateNum]; + SavedStates[FSavedStateNum].Used := False; + FSavedStateNum := -1; + + FHealth := SavedState.Health; + FArmor := SavedState.Armor; + FAir := SavedState.Air; + FJetFuel := SavedState.JetFuel; + FCurrWeap := SavedState.CurrWeap; + FNextWeap := SavedState.NextWeap; + FNextWeapDelay := SavedState.NextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + FWeapon[i] := SavedState.Weapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + FAmmo[i] := SavedState.Ammo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + FMaxAmmo[i] := SavedState.MaxAmmo[i]; + FRulez := SavedState.Rulez; if gGameSettings.GameType = GT_SERVER then MH_SEND_PlayerStats(FUID); @@ -5914,6 +6104,8 @@ begin utils.writeInt(st, Byte(b)); // Çäîðîâüå utils.writeInt(st, LongInt(FHealth)); + // Êîýôôèöèåíò èíâàëèäíîñòè + utils.writeInt(st, LongInt(FHandicap)); // Æèçíè utils.writeInt(st, Byte(FLives)); // Áðîíÿ @@ -6016,6 +6208,8 @@ begin if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2 // Çäîðîâüå FHealth := utils.readLongInt(st); + // Êîýôôèöèåíò èíâàëèäíîñòè + FHandicap := utils.readLongInt(st); // Æèçíè FLives := utils.readByte(st); // Áðîíÿ @@ -6197,6 +6391,7 @@ begin if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; end; ITEM_INVIS: @@ -6339,6 +6534,12 @@ begin FSawSoundIdle.Pause(Enable); FSawSoundHit.Pause(Enable); FSawSoundSelect.Pause(Enable); + FFlameSoundOn.Pause(Enable); + FFlameSoundOff.Pause(Enable); + FFlameSoundWork.Pause(Enable); + FJetSoundFly.Pause(Enable); + FJetSoundOn.Pause(Enable); + FJetSoundOff.Pause(Enable); end; { T C o r p s e : } @@ -6395,7 +6596,7 @@ begin end; -procedure TCorpse.Damage(Value: Word; vx, vy: Integer); +procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); var pm: TPlayerModel; Blood: TModelBlood; @@ -6426,7 +6627,7 @@ begin if (gBodyKillEvent <> -1) and gDelayedEvents[gBodyKillEvent].Pending then gDelayedEvents[gBodyKillEvent].Pending := False; - gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0); + gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID); end; end else @@ -6442,17 +6643,21 @@ begin end; procedure TCorpse.Draw(); +var + fX, fY: Integer; begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.lerp(gLerpFactor, fX, fY); + if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimation.Draw(fX, fY, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimationMask.Draw(fX, fY, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6466,6 +6671,9 @@ begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, True, True, True); @@ -7847,5 +8055,6 @@ end; begin - conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); + conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all'); + conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator'); end.