diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index f92af351077aaa34fee47dc16dbb0d6eb9a1056f..1fdf62b2ab96e5d7cc16ce0880d91f1078732f43 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
result := false;
end;
result := false;
end;
-function isOneKeyPressed (key1: Word): Boolean;
-begin
- if (key1 <> 0) and e_KeyPressed(key1) 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;
procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
var
time: Word;
// fix movebutton state
MoveButton := MoveButton or (strafeDir shl 4);
// 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);
// 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 plr.PressKey(KEY_NEXTWEAPON);
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON);
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
- begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
- begin
- plr.weaponSwitchKeysStateChange(i, true);
- if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
- end
- else
- begin
- plr.weaponSwitchKeysStateChange(i, false);
- end;
- end;
+ plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end;
end;
- plr.weaponSwitchKeysShiftNewStates();
-
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND');
hasPBarGfx := true;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
hasPBarGfx := true;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
renderMapInternal(-c, -d, true);
renderMapInternal(-c, -d, true);
+ if (gGameSettings.GameMode <> GM_SINGLE) and gPlayerIndicator then
+ p.DrawIndicator();
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
p.GameY + PLAYER_RECT_CY - 4,
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
p.GameY + PLAYER_RECT_CY - 4,