X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f770a8c34270ed8d139d41ba8b5784d7af6d7aa9;hp=6abe742c440bf746e51626c3a49bd428a604d799;hb=ef4db75afec0dcd71f0bbe75b5f0b20537c8eac1;hpb=4fd8798646bcb768e925ba667b0c4790e99e1e71 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 6abe742..f770a8c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,7 +162,6 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -268,7 +267,6 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; - procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -276,10 +274,9 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); - procedure SetWeaponHost(W: Byte); + procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; @@ -359,8 +356,7 @@ type property Frags: Integer read FFrags write FFrags; property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; - property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp; - property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr; + property CurrWeap: Byte read FCurrWeap write FCurrWeap; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -391,7 +387,7 @@ type property eFrags: Integer read FFrags write FFrags; property eDeath: Integer read FDeath write FDeath; property eKills: Integer read FKills write FKills; - property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp; + property eCurrWeap: Byte read FCurrWeap write FCurrWeap; property eMonsterKills: Integer read FMonsterKills write FMonsterKills; property eSecrets: Integer read FSecrets write FSecrets; property eGodMode: Boolean read FGodMode write FGodMode; @@ -915,7 +911,6 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - gPlayers[a].FNetWeapCtr := 0; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1954,19 +1949,6 @@ end; function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; -procedure TPlayer.SetCurrWeapProp (newweap: Byte); -begin - if (newweap > High(FWeapon)) then exit; - if (not FWeapon[newweap]) then exit; - if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter - if (FCurrWeap <> newweap) then - begin - if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - end; - FCurrWeap := newweap; - FModel.SetWeapon(newweap); -end; - procedure TPlayer.BFGHit(); begin g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), @@ -2155,8 +2137,6 @@ begin FJustTeleported := False; FNetTime := 0; - FNetWeapCtr := 0; - resetWeaponQueue(); releaseAllWeaponSwitchKeys(); end; @@ -3630,7 +3610,7 @@ end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; if Weapon > High(FWeapon) then Exit; FNextWeap := FNextWeap or (1 shl Weapon); end; @@ -3733,13 +3713,6 @@ begin WEAPON_FLAMETHROWER = 10; *) - { - if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then - begin - e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); - end; - } - // cycling has priority if (FNextWeap and $C000) <> 0 then begin @@ -3862,7 +3835,6 @@ begin if not switchAllowed then begin - //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]); //HACK for weapon cycling if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; @@ -3880,42 +3852,35 @@ begin if FWeapon[nw] then begin - //k8: emulate this on client immediately, or wait for server confirmation? - Inc(FNetWeapCtr); FCurrWeap := nw; - if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - FModel.SetWeapon(nw); FTime[T_SWITCH] := gTime+156; + if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + FModel.SetWeapon(FCurrWeap); if g_Game_IsNet then MH_SEND_PlayerStats(FUID); end; end; procedure TPlayer.NextWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $4000; end; -// used exclusively by network layer -procedure TPlayer.SetWeaponHost(W: Byte); +procedure TPlayer.SetWeapon(W: Byte); begin - if (W > High(FWeapon)) then exit; - if (not FWeapon[W]) then exit; // server is authority! - if FCurrWeap <> W then - begin - if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - end; + if W = WEAPON_SAW then + FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FCurrWeap := W; - FModel.SetWeapon(W); - //if g_Game_IsClient then resetWeaponQueue(); + FModel.SetWeapon(CurrWeap); + resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4273,7 +4238,7 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4286,7 +4251,6 @@ begin Result := True; remove := True; FFireTime := 0; - //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; if FHealth < PLAYER_HP_SOFT then begin @@ -4370,8 +4334,6 @@ begin end; procedure TPlayer.Reset(Force: Boolean); -var - i: Integer; begin if Force then FAlive := False; @@ -4389,8 +4351,6 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); if FNoRespawn then begin FSpectator := False; @@ -4401,16 +4361,10 @@ begin end; FLives := gGameSettings.MaxLives; - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; - SetFlag(FLAG_NONE); end; procedure TPlayer.SoftReset(); -var - i: Integer; begin ReleaseKeys(); @@ -4422,12 +4376,6 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; SetFlag(FLAG_NONE); SetAction(A_STAND, True); @@ -4588,19 +4536,12 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; - i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; if not g_Game_IsServer then Exit; @@ -4663,10 +4604,11 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - CurrWeap := WEAPON_PISTOL; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); + FCurrWeap := WEAPON_PISTOL; resetWeaponQueue(); + FModel.SetWeapon(FCurrWeap); + for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; @@ -5044,7 +4986,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5057,7 +4998,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5088,8 +5028,8 @@ begin 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 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 @@ -5909,18 +5849,6 @@ begin end; end; -procedure TPlayer.ReleaseKeysNoWeapon(); -var - a: Integer; -begin - for a := Low(FKeys) to High(FKeys) do - begin - if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue; - FKeys[a].Pressed := False; - FKeys[a].Time := 0; - end; -end; - procedure TPlayer.OnDamage(Angle: SmallInt); begin end; @@ -5964,7 +5892,6 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - FModel.SetWeapon(FCurrWeap); FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6135,7 +6062,6 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6270,7 +6196,7 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6699,7 +6625,6 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end; @@ -7130,7 +7055,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: