From c1f5ac16c0ee5054cc0321f88e590a7a64cb3b71 Mon Sep 17 00:00:00 2001 From: DeaDDooMER Date: Fri, 4 Jan 2019 22:58:37 +0300 Subject: [PATCH] Revert "Revert "Revert "fixed flawed "weapon switch key release" detection logic (flags should change after all checks are done, not mid-checking)""" This reverts commit 2c2ea77ec1752fb67509167e72bb0816b2c956e0. --- src/game/g_game.pas | 32 ++++++++++++++++++++++++-------- src/game/g_player.pas | 23 ++++------------------- 2 files changed, 28 insertions(+), 27 deletions(-) diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 503e616..972f268 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1515,6 +1515,7 @@ var time: Word; strafeDir: Byte; i: Integer; + rwk: Boolean; begin if (plr = nil) then exit; if (p2hack) then time := 1000 else time := 1; @@ -1553,24 +1554,41 @@ 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) and plr.isWeaponSwitchKeyReleased(-1) then plr.PressKey(KEY_NEXTWEAPON); - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and plr.isWeaponSwitchKeyReleased(-2) then plr.PressKey(KEY_PREVWEAPON); + 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(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 plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best + if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end else begin @@ -1579,8 +1597,6 @@ 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 0921b78..137ab81 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 Byte; // bit 0: was released on prev frame; bit 1: new status + weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release function CollideLevel(XInc, YInc: Integer): Boolean; @@ -340,7 +340,6 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -2146,15 +2145,14 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; 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] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; + weaponSwitchKeyReleased[index] := not pressed; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2166,20 +2164,7 @@ begin end else begin - 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); + result := weaponSwitchKeyReleased[index]; end; end; -- 2.29.2