From 5e6afeb0eca1550854b9d17269e707e984cb0f21 Mon Sep 17 00:00:00 2001 From: FGSFDSFGS Date: Tue, 28 Feb 2017 18:28:29 +0300 Subject: [PATCH] simpler fix --- src/game/g_scriptprocs.pas | 2 +- src/game/g_triggers.pas | 13 +++++++------ src/game/g_weapons.pas | 7 +++---- 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/src/game/g_scriptprocs.pas b/src/game/g_scriptprocs.pas index a429704..262ba33 100644 --- a/src/game/g_scriptprocs.pas +++ b/src/game/g_scriptprocs.pas @@ -1134,7 +1134,7 @@ begin if (ShotTarget > 0) and (ShotTarget < $FFFF) then ShotTargetW := ShotTarget; - lua_pushinteger(L, tr_SpawnShot(ShotType, wx, wy, dx, dy, not Silent, ShotTargetW, DWORD(-1))); + lua_pushinteger(L, tr_SpawnShot(ShotType, wx, wy, dx, dy, not Silent, ShotTargetW)); end; function SP_Lua_SpawnEffect(L: PScriptContext): Integer; cdecl; diff --git a/src/game/g_triggers.pas b/src/game/g_triggers.pas index 40de5b4..ad03070 100644 --- a/src/game/g_triggers.pas +++ b/src/game/g_triggers.pas @@ -87,7 +87,7 @@ function tr_Teleport(ActivateUID: Integer; TX, TY: Integer; TDir: Integer; Silen function tr_Push(ActivateUID: Integer; VX, VY: Integer; ResetVel: Boolean): Boolean; procedure tr_MakeEffect(X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean); -function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word; TID: DWORD): Integer; +function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer; var gTriggerClientID: Integer = 0; @@ -427,7 +427,7 @@ begin end; end; -function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word; TID: DWORD): Integer; +function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer; var snd: string; Projectile: Boolean; @@ -557,7 +557,7 @@ begin Anim.Free(); end; Projectile := False; - g_Weapon_Explode(wx, wy, 60, 0, TID); + g_Weapon_Explode(wx, wy, 60, 0); snd := 'SOUND_WEAPON_EXPLODEROCKET'; end; @@ -620,7 +620,7 @@ begin dx := dx + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); dy := dy + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); - tr_SpawnShot(Data.ShotType, wx, wy, dx, dy, Data.ShotSound, TargetUID, ID); + tr_SpawnShot(Data.ShotType, wx, wy, dx, dy, Data.ShotSound, TargetUID); end else if (Data.ShotIntReload > 0) and (ShotReloadTime = 0) then @@ -1829,6 +1829,9 @@ begin if ShotSightTime > 0 then Exit; + // put this at the beginning so it doesn't trigger itself + TimeOut := Data.ShotWait + 1; + wx := Data.ShotPos.X; wy := Data.ShotPos.Y; pAngle := -DegToRad(Data.ShotAngle); @@ -1957,8 +1960,6 @@ begin end; end; end; - - TimeOut := Data.ShotWait + 1; end; TRIGGER_EFFECT: diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 2490827..bcbf4c1 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -76,7 +76,7 @@ procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False); procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False); -function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word; IgnoreTrigger: Integer = -1): Boolean; +function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); procedure g_Weapon_Update(); procedure g_Weapon_Draw(); @@ -796,15 +796,14 @@ begin end; end; -function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word; IgnoreTrigger: Integer = -1): Boolean; +function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean; var i, h, r, dx, dy, m, mm: Integer; _angle: SmallInt; begin Result := False; - // don't let turret explosions use the turret - g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT, IgnoreTrigger); + g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT); r := rad*rad; -- 2.29.2