X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=80ab62efd2f1318a793c5d971f765d08bc91088c;hp=89e3deee913bc70cc431c07d9a8c6bdb777b5b16;hb=86d45dd42fd3cf9c183883e4ab1abe5b607e1779;hpb=ad07d68e5caa4042bf2769099460d37c528e246c diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 89e3dee..80ab62e 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -3877,6 +3877,7 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean var a: Boolean; + hadWeapon: Boolean; begin Result := False; if g_Game_IsClient then Exit; @@ -3950,7 +3951,18 @@ begin ITEM_WEAPON_SAW: if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin - FWeapon[WEAPON_SAW] := True; + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_SAW]; + FWeapon[WEAPON_SAW] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_SAW; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_SAW); + end; + end + else FWeapon[WEAPON_SAW] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -3961,9 +3973,19 @@ begin begin // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó: if a and FWeapon[WEAPON_SHOTGUN1] then Exit; - IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); - FWeapon[WEAPON_SHOTGUN1] := True; + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_SHOTGUN1]; + FWeapon[WEAPON_SHOTGUN1] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_SHOTGUN1; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_SHOTGUN1); + end; + end + else FWeapon[WEAPON_SHOTGUN1] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -3973,9 +3995,19 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then begin if a and FWeapon[WEAPON_SHOTGUN2] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_SHOTGUN2]; + FWeapon[WEAPON_SHOTGUN2] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_SHOTGUN2; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_SHOTGUN2); + end; + end + else FWeapon[WEAPON_SHOTGUN2] := True; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); - FWeapon[WEAPON_SHOTGUN2] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -3985,9 +4017,19 @@ begin if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then begin if a and FWeapon[WEAPON_CHAINGUN] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_CHAINGUN]; + FWeapon[WEAPON_CHAINGUN] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_CHAINGUN; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_CHAINGUN); + end; + end + else FWeapon[WEAPON_CHAINGUN] := True; IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); - FWeapon[WEAPON_CHAINGUN] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -3997,9 +4039,19 @@ begin if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then begin if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER]; + FWeapon[WEAPON_ROCKETLAUNCHER] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_ROCKETLAUNCHER; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_ROCKETLAUNCHER); + end; + end + else FWeapon[WEAPON_ROCKETLAUNCHER] := True; IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]); - FWeapon[WEAPON_ROCKETLAUNCHER] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -4009,9 +4061,19 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then begin if a and FWeapon[WEAPON_PLASMA] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_PLASMA]; + FWeapon[WEAPON_PLASMA] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_PLASMA; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_PLASMA); + end; + end + else FWeapon[WEAPON_PLASMA] := True; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); - FWeapon[WEAPON_PLASMA] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -4021,9 +4083,19 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then begin if a and FWeapon[WEAPON_BFG] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_BFG]; + FWeapon[WEAPON_BFG] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_BFG; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_BFG); + end; + end + else FWeapon[WEAPON_BFG] := True; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); - FWeapon[WEAPON_BFG] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -4033,9 +4105,19 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then begin if a and FWeapon[WEAPON_SUPERPULEMET] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_SUPERPULEMET]; + FWeapon[WEAPON_SUPERPULEMET] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_SUPERPULEMET; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_SUPERPULEMET); + end; + end + else FWeapon[WEAPON_SUPERPULEMET] := True; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); - FWeapon[WEAPON_SUPERPULEMET] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -4045,9 +4127,19 @@ begin if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then begin if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; - + if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then + begin + hadWeapon := FWeapon[WEAPON_FLAMETHROWER]; + FWeapon[WEAPON_FLAMETHROWER] := True; + if (hadWeapon = False) then + begin + FCurrWeap := WEAPON_FLAMETHROWER; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_FLAMETHROWER); + end; + end + else FWeapon[WEAPON_FLAMETHROWER] := True; IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); - FWeapon[WEAPON_FLAMETHROWER] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -7920,4 +8012,5 @@ 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'); + conRegVar('weapon_autoswitch', @gWeaponAutoswitch, 'Automatically switch to a first time picked up weapon', ''); end.