From: DeaDDooMER Date: Fri, 4 Jan 2019 19:58:38 +0000 (+0300) Subject: Revert "Revert "fixed flawed "weapon switch key release" detection logic (flags shoul... X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=5f956ee6fcee22182b124e6659ddfb6fec1a859f Revert "Revert "fixed flawed "weapon switch key release" detection logic (flags should change after all checks are done, not mid-checking)"" This reverts commit 0f19f863e4ed346794b6ce5a56571027b4c8cd0b. --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 972f268..503e616 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1515,7 +1515,6 @@ var time: Word; strafeDir: Byte; i: Integer; - rwk: Boolean; begin if (plr = nil) then exit; if (p2hack) then time := 1000 else time := 1; @@ -1554,41 +1553,24 @@ begin // fix movebutton state MoveButton := MoveButton or (strafeDir shl 4); + plr.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2)); + plr.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2)); + // Îñòàëüíûå êëàâèøè: if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time); if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time); if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time); if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE); - if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then - begin - rwk := plr.isWeaponSwitchKeyReleased(-1); - if rwk then plr.PressKey(KEY_NEXTWEAPON); - plr.weaponSwitchKeysStateChange(-1, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-1, false); - end; - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then - begin - rwk := plr.isWeaponSwitchKeyReleased(-2); - if rwk then plr.PressKey(KEY_PREVWEAPON); - plr.weaponSwitchKeysStateChange(-2, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-2, false); - end; + if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and plr.isWeaponSwitchKeyReleased(-1) then plr.PressKey(KEY_NEXTWEAPON); + if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and plr.isWeaponSwitchKeyReleased(-2) then plr.PressKey(KEY_PREVWEAPON); if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN); for i := 0 to High(KeyWeapon) do begin if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then begin - rwk := plr.isWeaponSwitchKeyReleased(i); - //writeln('rwk:', rwk); plr.weaponSwitchKeysStateChange(i, true); - if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best + if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end else begin @@ -1597,6 +1579,8 @@ begin end; end; + plr.weaponSwitchKeysShiftNewStates(); + // HACK: add dynlight here if gwin_k8_enable_light_experiments then begin diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 137ab81..0921b78 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -201,7 +201,7 @@ type mEDamageType: Integer; // client-side only - weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status function CollideLevel(XInc, YInc: Integer): Boolean; @@ -340,6 +340,7 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -2145,14 +2146,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; 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; + weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2164,7 +2166,20 @@ begin end else begin - result := weaponSwitchKeyReleased[index]; + result := (weaponSwitchKeyReleased[index] and $01) <> 0; + end; +end; + +procedure TPlayer.weaponSwitchKeysShiftNewStates (); +var + f: Integer; +begin + // copy bit 1 to bit 0 + for f := 0 to High(weaponSwitchKeyReleased) do + begin + weaponSwitchKeyReleased[f] := + (weaponSwitchKeyReleased[f] and $02) or + ((weaponSwitchKeyReleased[f] shr 1) and $01); end; end;