X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f770a8c34270ed8d139d41ba8b5784d7af6d7aa9;hp=8a516bf35e0be35a7258ecac442aaca10ad3c48f;hb=ef4db75afec0dcd71f0bbe75b5f0b20537c8eac1;hpb=e32689cfd904d28db1305343e89f41b2aeb664ea diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 8a516bf..f770a8c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,9 +162,6 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use - FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this - //FCurrFrameIdx: LongWord; // increased in each `Update()` FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -277,7 +274,6 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); procedure SetWeapon(W: Byte); @@ -361,9 +357,6 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; property CurrWeap: Byte read FCurrWeap write FCurrWeap; - //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap; - property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx; - //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -918,7 +911,6 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1373,10 +1365,7 @@ begin if gPlayers[i] is TPlayer then begin gPlayers[i].Update(); - if g_Game_IsClient or not g_Game_IsNet then - begin - gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! - end; + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else begin @@ -2148,10 +2137,6 @@ begin FJustTeleported := False; FNetTime := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - //FCurrFrameIdx := 0; - resetWeaponQueue(); releaseAllWeaponSwitchKeys(); end; @@ -3625,7 +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; @@ -3867,48 +3852,35 @@ begin if FWeapon[nw] then begin - //k8: emulate this on client immediately, or wait for server confirmation? - { - if g_Game_IsClient then - begin - FNetForceWeap := nw; - //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames - FNetForceWeapFIdx := gTime+5; // force for ~5 frames - writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime); - end; - } - FNetForceWeapFIdx := gTime+5; // force for ~5 frames 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); - //if g_Game_IsNet and g_Game_IsClient then 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 by network layer procedure TPlayer.SetWeapon(W: Byte); begin if FCurrWeap <> W then - if (W = WEAPON_SAW) then + if W = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FCurrWeap := W; FModel.SetWeapon(CurrWeap); - //if g_Game_IsClient then resetWeaponQueue(); + resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4267,7 +4239,6 @@ begin if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4280,7 +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 @@ -4381,9 +4351,6 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - //FCurrFrameIdx := 0; - //FNetForceWeap := FCurrWeap; - //FNetForceWeapFIdx := 0; if FNoRespawn then begin FSpectator := False; @@ -4575,7 +4542,6 @@ begin FShellTimer := -1; FPain := 0; FLastHit := 0; - //FNetForceWeap := FCurrWeap; if not g_Game_IsServer then Exit; @@ -4639,7 +4605,6 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -4719,8 +4684,6 @@ begin if (gPlayer2 = nil) and (gLMSPID2 = FUID) then gPlayer2 := self; - //FNetForceWeap := FCurrWeap; - if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -5013,8 +4976,6 @@ var AnyServer: Boolean; SetSpect: Boolean; begin - //Inc(FCurrFrameIdx); - NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -5025,7 +4986,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5038,7 +4998,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5069,8 +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 @@ -5890,18 +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; @@ -5945,7 +5892,6 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - //FNetForceWeap := FCurrWeap; FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6116,7 +6062,6 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - //FNetForceWeap := FCurrWeap; // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6252,7 +6197,6 @@ begin if FBFGFireCounter < 1 then begin FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -7111,7 +7055,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: