From 8a0bb6df836d0e815a261280d628cfd766fa02e7 Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Mon, 1 Oct 2018 14:54:44 +0300 Subject: [PATCH] properly reset weapon states, so player will be able to switch weapons after map restart (and other restarts) --- src/game/g_netmsg.pas | 2 ++ src/game/g_player.pas | 41 ++++++++++++++++++++++++++++++++++++----- 2 files changed, 38 insertions(+), 5 deletions(-) diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 9563b80..f235035 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -2839,9 +2839,11 @@ begin begin if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then begin + //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime); gPlayer1.weaponSwitchKeysStateChange(i, true); if gPlayer1.isWeaponSwitchKeyReleased(i) then begin + //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime); gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best //WeaponSelect := WeaponSelect or Word(1 shl I); end; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0099b17..0565c75 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1370,12 +1370,10 @@ begin begin if gPlayers[i] is TPlayer then begin + //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx); gPlayers[i].Update(); - if (not gPlayers[i].alive) then gPlayers[i].NetForceWeapFIdx := 0; // just in case - //if g_Game_IsClient or not g_Game_IsNet then - begin - gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! - end; + if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else begin @@ -3708,6 +3706,13 @@ 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 @@ -3830,11 +3835,14 @@ 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; end; + if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0; + nw := getNextWeaponIndex(); if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then @@ -4344,6 +4352,8 @@ begin end; procedure TPlayer.Reset(Force: Boolean); +var + i: Integer; begin if Force then FAlive := False; @@ -4364,6 +4374,7 @@ begin //FCurrFrameIdx := 0; //FNetForceWeap := FCurrWeap; FNetForceWeapFIdx := 0; + resetWeaponQueue(); if FNoRespawn then begin FSpectator := False; @@ -4374,10 +4385,16 @@ 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(); @@ -4390,6 +4407,11 @@ begin FLastFrag := 0; FComboEvnt := -1; FNetForceWeapFIdx := 0; + 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); @@ -4550,6 +4572,7 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; + i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; @@ -4558,6 +4581,11 @@ begin FLastHit := 0; //FNetForceWeap := FCurrWeap; FNetForceWeapFIdx := 0; + 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; @@ -4622,6 +4650,7 @@ begin FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -6235,6 +6264,7 @@ begin begin FCurrWeap := WEAPON_KASTET; //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6663,6 +6693,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FTargetUID := 0; end; -- 2.29.2