diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 1fdf62b2ab96e5d7cc16ce0880d91f1078732f43..06afe8e3c5190102f67d0ee515b033f128e1dc13 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
goodsnd: array[0..3] of TPlayableSound;
killsnd: array[0..3] of TPlayableSound;
hahasnd: array[0..2] of TPlayableSound;
goodsnd: array[0..3] of TPlayableSound;
killsnd: array[0..3] of TPlayableSound;
hahasnd: array[0..2] of TPlayableSound;
+ sound_get_flag: array[0..1] of TPlayableSound;
+ sound_lost_flag: array[0..1] of TPlayableSound;
+ sound_ret_flag: array[0..1] of TPlayableSound;
+ sound_cap_flag: array[0..1] of TPlayableSound;
gBodyKillEvent: Integer = -1;
gDefInterTime: ShortInt = -1;
gInterEndTime: LongWord = 0;
gBodyKillEvent: Integer = -1;
gDefInterTime: ShortInt = -1;
gInterEndTime: LongWord = 0;
var
hasPBarGfx: Boolean = false;
var
hasPBarGfx: Boolean = false;
+ nextQueueWeapon: Array [0..1] of Integer = (-1, -1); // [player]
// ////////////////////////////////////////////////////////////////////////// //
// ////////////////////////////////////////////////////////////////////////// //
FPSCounter, UPSCounter: Word;
FPSTime, UPSTime: LongWord;
DataLoaded: Boolean = False;
FPSCounter, UPSCounter: Word;
FPSTime, UPSTime: LongWord;
DataLoaded: Boolean = False;
- LastScreenShot: Int64;
IsDrawStat: Boolean = False;
CustomStat: TEndCustomGameStat;
SingleStat: TEndSingleGameStat;
IsDrawStat: Boolean = False;
CustomStat: TEndCustomGameStat;
SingleStat: TEndSingleGameStat;
gPauseMain := false;
gPauseHolmes := false;
gTime := 0;
gPauseMain := false;
gPauseHolmes := false;
gTime := 0;
- LastScreenShot := 0;
{e_MouseInfo.Accel := 1.0;}
{e_MouseInfo.Accel := 1.0;}
goto retry;
end;
goto retry;
end;
-function isKeyPressed (key1: Word; key2: Word): Boolean;
-begin
- if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
- if (key2 <> 0) and e_KeyPressed(key2) then begin result := true; exit; end;
- result := false;
-end;
-
-procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
-var
- time: Word;
- strafeDir: Byte;
- i: Integer;
+procedure ProcessPlayerControls (plr: TPlayer; p: Integer; var MoveButton: Byte);
+ var
+ time: Word;
+ strafeDir: Byte;
begin
if (plr = nil) then exit;
begin
if (plr = nil) then exit;
- if (p2hack) then time := 1000 else time := 1;
+ if (p = 2) then time := 1000 else time := 1;
strafeDir := MoveButton shr 4;
MoveButton := MoveButton and $0F;
strafeDir := MoveButton shr 4;
MoveButton := MoveButton and $0F;
- with ctrl do
- begin
- if isKeyPressed(KeyLeft, KeyLeft2) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and isKeyPressed(KeyRight, KeyRight2) then MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
-
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if MoveButton = 1 then plr.PressKey(KEY_LEFT, time)
- else if MoveButton = 2 then plr.PressKey(KEY_RIGHT, time);
- // if we have "strafe" key, turn off old strafe mechanics
- if isKeyPressed(KeyStrafe, KeyStrafe2) then
- begin
- // new strafe mechanics
- if (strafeDir = 0) then strafeDir := MoveButton; // start strafing
- // now set direction according to strafe (reversed)
- if (strafeDir = 2) then plr.SetDirection(TDirection.D_LEFT)
- else if (strafeDir = 1) then plr.SetDirection(TDirection.D_RIGHT);
- end
- else
- begin
- strafeDir := 0; // not strafing anymore
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(TDirection.D_LEFT)
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(TDirection.D_RIGHT)
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- else if MoveButton <> 0 then plr.SetDirection(TDirection(MoveButton-1));
- end;
+ if gPlayerAction[p, ACTION_MOVELEFT] and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
+ MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
+ else if (not gPlayerAction[p, ACTION_MOVELEFT]) and gPlayerAction[p, ACTION_MOVERIGHT] then
+ MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
+ else if (not gPlayerAction[p, ACTION_MOVELEFT]) and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
+ MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
+
+ // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
+ if MoveButton = 1 then
+ plr.PressKey(KEY_LEFT, time)
+ else if MoveButton = 2 then
+ plr.PressKey(KEY_RIGHT, time);
+
+ // if we have "strafe" key, turn off old strafe mechanics
+ if gPlayerAction[p, ACTION_STRAFE] then
+ begin
+ // new strafe mechanics
+ if (strafeDir = 0) then
+ strafeDir := MoveButton; // start strafing
+ // now set direction according to strafe (reversed)
+ if (strafeDir = 2) then
+ plr.SetDirection(TDirection.D_LEFT)
+ else if (strafeDir = 1) then
+ plr.SetDirection(TDirection.D_RIGHT)
+ end
+ else
+ begin
+ strafeDir := 0; // not strafing anymore
+ // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
+ if (MoveButton = 2) and gPlayerAction[p, ACTION_MOVELEFT] then
+ plr.SetDirection(TDirection.D_LEFT)
+ // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
+ else if (MoveButton = 1) and gPlayerAction[p, ACTION_MOVERIGHT] then
+ plr.SetDirection(TDirection.D_RIGHT)
+ // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
+ else if MoveButton <> 0 then
+ plr.SetDirection(TDirection(MoveButton-1))
+ end;
- // fix movebutton state
- MoveButton := MoveButton or (strafeDir shl 4);
+ // fix movebutton state
+ MoveButton := MoveButton or (strafeDir shl 4);
- // 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 plr.PressKey(KEY_NEXTWEAPON);
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON);
- if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
+ // Îñòàëüíûå êëàâèøè:
+ if gPlayerAction[p, ACTION_JUMP] then plr.PressKey(KEY_JUMP, time);
+ if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time);
+ if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time);
+ if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE);
+ if gPlayerAction[p, ACTION_WEAPNEXT] then plr.PressKey(KEY_NEXTWEAPON);
+ if gPlayerAction[p, ACTION_WEAPPREV] then plr.PressKey(KEY_PREVWEAPON);
+ if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN);
- for i := 0 to High(KeyWeapon) do
- if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
- plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ if nextQueueWeapon[p] >= 0 then
+ begin
+ plr.QueueWeaponSwitch(nextQueueWeapon[p]);
+ nextQueueWeapon[p] := -1
end;
// HACK: add dynlight here
end;
// HACK: add dynlight here
g_Serverlist_Control(slCurrent, slTable);
end;
g_Serverlist_Control(slCurrent, slTable);
end;
- if g_Game_IsNet then
- if not gConsoleShow then
- if not gChatShow then
- begin
- if g_ActiveWindow = nil then
- begin
- if e_KeyPressed(gGameControls.GameControls.Chat) or e_KeyPressed(VK_CHAT) then
- g_Console_Chat_Switch(False)
- else if (e_KeyPressed(gGameControls.GameControls.TeamChat) or e_KeyPressed(VK_TEAM)) and
- (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
- g_Console_Chat_Switch(True);
- end;
- end else
- if not gChatEnter then
- if (not e_KeyPressed(gGameControls.GameControls.Chat))
- and (not e_KeyPressed(gGameControls.GameControls.TeamChat))
- and (not e_KeyPressed(VK_CHAT))
- and (not e_KeyPressed(VK_TEAM)) then
- gChatEnter := True;
-
// Ñòàòèñòèêà ïî Tab:
if gGameOn then
// Ñòàòèñòèêà ïî Tab:
if gGameOn then
- IsDrawStat := (not gConsoleShow) and (not gChatShow) and
- (gGameSettings.GameType <> GT_SINGLE) and
- (e_KeyPressed(gGameControls.GameControls.Stat) or e_KeyPressed(VK_STATUS));
+ IsDrawStat := (not gConsoleShow) and (not gChatShow) and (gGameSettings.GameType <> GT_SINGLE) and g_Console_Action(ACTION_SCORES);
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
- processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton);
- processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true);
+ ProcessPlayerControls(gPlayer1, 0, P1MoveButton);
+ ProcessPlayerControls(gPlayer2, 1, P2MoveButton);
end // if not console
else
begin
end // if not console
else
begin
begin
if not gSpectKeyPress then
begin
begin
if not gSpectKeyPress then
begin
- if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)
- and (not gSpectAuto) then
+ if gPlayerAction[0, ACTION_JUMP] and (not gSpectAuto) then
begin
// switch spect mode
case gSpectMode of
begin
// switch spect mode
case gSpectMode of
if (gSpectMode = SPECT_MAPVIEW)
and (not gSpectAuto) then
begin
if (gSpectMode = SPECT_MAPVIEW)
and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
gSpectX := Max(gSpectX - gSpectStep, 0);
gSpectX := Max(gSpectX - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
gSpectY := Max(gSpectY - gSpectStep, 0);
gSpectY := Max(gSpectY - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
if (gSpectMode = SPECT_PLAYERS)
and (not gSpectAuto) then
begin
if (gSpectMode = SPECT_PLAYERS)
and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gSpectKeyPress := True;
end;
end;
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gSpectKeyPress := True;
end;
end;
- if isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2) then
+ if gPlayerAction[0, ACTION_ATTACK] then
begin
if (gSpectMode = SPECT_STATS) and (not gSpectAuto) then
begin
begin
if (gSpectMode = SPECT_STATS) and (not gSpectAuto) then
begin
end;
end
else
end;
end
else
- if (not isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2)) then
+ if (not gPlayerAction[0, ACTION_JUMP]) and
+ (not gPlayerAction[0, ACTION_ATTACK]) and
+ (not gPlayerAction[0, ACTION_MOVELEFT]) and
+ (not gPlayerAction[0, ACTION_MOVERIGHT]) and
+ (not gPlayerAction[0, ACTION_LOOKUP]) and
+ (not gPlayerAction[0, ACTION_LOOKDOWN]) and
+ (not gPlayerAction[0, ACTION_WEAPPREV]) and
+ (not gPlayerAction[0, ACTION_WEAPNEXT]) then
gSpectKeyPress := False;
if gSpectAuto then
gSpectKeyPress := False;
if gSpectAuto then
end;
end;
end;
end;
-// Äåëàåì ñêðèíøîò (íå ÷àùå 200 ìèëëèñåêóíä):
- if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) or e_KeyPressed(VK_PRINTSCR) then
- if (GetTimer()-LastScreenShot) > 200000 div 1000 then
- begin
- g_TakeScreenShot();
- LastScreenShot := GetTimer();
- end;
-
// Ãîðÿ÷àÿ êëàâèøà äëÿ âûçîâà ìåíþ âûõîäà èç èãðû (F10):
if e_KeyPressed(IK_F10) and
gGameOn and
// Ãîðÿ÷àÿ êëàâèøà äëÿ âûçîâà ìåíþ âûõîäà èç èãðû (F10):
if e_KeyPressed(IK_F10) and
gGameOn and
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
+ g_Sound_CreateWADEx('SOUND_GAME_SECRET', GameWAD+':SOUNDS\SECRET');
g_Sound_CreateWADEx('SOUND_GAME_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
g_Sound_CreateWADEx('SOUND_GAME_DOORCLOSE', GameWAD+':SOUNDS\DOORCLOSE');
g_Sound_CreateWADEx('SOUND_GAME_BULK1', GameWAD+':SOUNDS\BULK1');
g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2');
g_Sound_CreateWADEx('SOUND_GAME_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
g_Sound_CreateWADEx('SOUND_GAME_DOORCLOSE', GameWAD+':SOUNDS\DOORCLOSE');
g_Sound_CreateWADEx('SOUND_GAME_BULK1', GameWAD+':SOUNDS\BULK1');
g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2');
+ g_Sound_CreateWADEx('SOUND_GAME_BURNING', GameWAD+':SOUNDS\BURNING');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0');
g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0');
g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3');
+ g_Sound_CreateWADEx('SOUND_CTF_GET1', GameWAD+':SOUNDS\GETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_GET2', GameWAD+':SOUNDS\GETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST1', GameWAD+':SOUNDS\LOSTFLG1');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST2', GameWAD+':SOUNDS\LOSTFLG2');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN1', GameWAD+':SOUNDS\RETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN2', GameWAD+':SOUNDS\RETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE1', GameWAD+':SOUNDS\CAPFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE2', GameWAD+':SOUNDS\CAPFLAG2');
goodsnd[0] := TPlayableSound.Create();
goodsnd[1] := TPlayableSound.Create();
goodsnd[0] := TPlayableSound.Create();
goodsnd[1] := TPlayableSound.Create();
hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2');
hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3');
hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2');
hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3');
+ sound_get_flag[0] := TPlayableSound.Create();
+ sound_get_flag[1] := TPlayableSound.Create();
+ sound_lost_flag[0] := TPlayableSound.Create();
+ sound_lost_flag[1] := TPlayableSound.Create();
+ sound_ret_flag[0] := TPlayableSound.Create();
+ sound_ret_flag[1] := TPlayableSound.Create();
+ sound_cap_flag[0] := TPlayableSound.Create();
+ sound_cap_flag[1] := TPlayableSound.Create();
+
+ sound_get_flag[0].SetByName('SOUND_CTF_GET1');
+ sound_get_flag[1].SetByName('SOUND_CTF_GET2');
+ sound_lost_flag[0].SetByName('SOUND_CTF_LOST1');
+ sound_lost_flag[1].SetByName('SOUND_CTF_LOST2');
+ sound_ret_flag[0].SetByName('SOUND_CTF_RETURN1');
+ sound_ret_flag[1].SetByName('SOUND_CTF_RETURN2');
+ sound_cap_flag[0].SetByName('SOUND_CTF_CAPTURE1');
+ sound_cap_flag[1].SetByName('SOUND_CTF_CAPTURE2');
+
g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
+ g_Sound_Delete('SOUND_GAME_SECRET');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
g_Sound_Delete('SOUND_GAME_DOORCLOSE');
g_Sound_Delete('SOUND_GAME_BULK1');
g_Sound_Delete('SOUND_GAME_BULK2');
g_Sound_Delete('SOUND_GAME_BUBBLE1');
g_Sound_Delete('SOUND_GAME_BUBBLE2');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
g_Sound_Delete('SOUND_GAME_DOORCLOSE');
g_Sound_Delete('SOUND_GAME_BULK1');
g_Sound_Delete('SOUND_GAME_BULK2');
g_Sound_Delete('SOUND_GAME_BUBBLE1');
g_Sound_Delete('SOUND_GAME_BUBBLE2');
+ g_Sound_Delete('SOUND_GAME_BURNING');
g_Sound_Delete('SOUND_GAME_SWITCH1');
g_Sound_Delete('SOUND_GAME_SWITCH0');
g_Sound_Delete('SOUND_GAME_SWITCH1');
g_Sound_Delete('SOUND_GAME_SWITCH0');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3');
+ sound_get_flag[0].Free();
+ sound_get_flag[1].Free();
+ sound_lost_flag[0].Free();
+ sound_lost_flag[1].Free();
+ sound_ret_flag[0].Free();
+ sound_ret_flag[1].Free();
+ sound_cap_flag[0].Free();
+ sound_cap_flag[1].Free();
+
+ g_Sound_Delete('SOUND_CTF_GET1');
+ g_Sound_Delete('SOUND_CTF_GET2');
+ g_Sound_Delete('SOUND_CTF_LOST1');
+ g_Sound_Delete('SOUND_CTF_LOST2');
+ g_Sound_Delete('SOUND_CTF_RETURN1');
+ g_Sound_Delete('SOUND_CTF_RETURN2');
+ g_Sound_Delete('SOUND_CTF_CAPTURE1');
+ g_Sound_Delete('SOUND_CTF_CAPTURE2');
+
g_Game_FreeChatSounds();
DataLoaded := False;
g_Game_FreeChatSounds();
DataLoaded := False;
g_ProcessMessages();
g_ProcessMessages();
- if e_KeyPressed(IK_TAB) or e_KeyPressed(VK_STATUS) then
+ if g_Console_Action(ACTION_SCORES) then
begin
if not gStatsPressed then
begin
begin
if not gStatsPressed then
begin
aY2 := aY + aY2 - 1;
case LiftType of
aY2 := aY + aY2 - 1;
case LiftType of
- 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
- 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
- 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
- 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
+ LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
+ LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
+ LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
+ LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
end;
end;
end;
end;
end;
end;
end;
end;
end
end;
end;
end
+ else if cmd = 'screenshot' then
+ begin
+ g_TakeScreenShot()
+ end
+ else if cmd = 'togglechat' then
+ begin
+ g_Console_Chat_Switch(False);
+ gSkipFirstChar := not g_Console_Interactive()
+ end
+ else if cmd = 'toggleteamchat' then
+ begin
+ if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
+ begin
+ g_Console_Chat_Switch(True);
+ gSkipFirstChar := not g_Console_Interactive()
+ end
+ end
+ else if cmd = 'weapon' then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ nextQueueWeapon[0] := a
+ end
+ end
+ else if (cmd = 'p1_weapon') or (cmd = 'p2_weapon') then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ b := ord(cmd[2]) - ord('1');
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ nextQueueWeapon[b] := a
+ end
+ end
// Êîìàíäû Ñâîåé èãðû:
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
// Êîìàíäû Ñâîåé èãðû:
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin