diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index c4fa747a2da29d779fd14e4ac3719a06b3c634f0..a27d5072045b8b41a2f972c049aff4c96ee0b1a5 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
uses
SysUtils, Classes, mempool,
uses
SysUtils, Classes, mempool,
- g_textures, g_basic, e_graphics, g_phys, xprofiler;
+ g_textures, g_basic, g_phys, xprofiler;
type
type
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
-procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
implementation
uses
implementation
uses
- Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
+ Math, g_map, g_player, g_gfx, g_sound, g_panel,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
end;
end;
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- i, j: Integer;
+ i, j, k: Integer;
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
- j := Random(17)-8; // -8 .. 8
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(17) - 8 else k := Random(17) - 8; // -8 .. 8
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- a, i, j: Integer;
+ a, i, j, k: Integer;
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
- j := Random(41)-20; // -20 .. 20
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(41) - 20 else k := Random(41) - 20; // -20 .. 20
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
end;
end;
end;
end;
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
- g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
- Obj.Y+(Obj.Rect.Height div 2),
- 1+Random(3), 16, 16)
- else
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9),
- Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ begin
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end
+ else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 150;
+ g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
end;
end
else
end;
end
else
+ begin
g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end;
ShotType := 0;
Continue;
end;
ShotType := 0;
Continue;
end;
end;
end;
end;
end;
-procedure g_Weapon_Draw();
-var
- i, fX, fY: Integer;
- a: SmallInt;
- p: TDFPoint;
-begin
- if Shots = nil then
- Exit;
-
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- with Shots[i] do
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
- (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
- else
- a := 0;
-
- Obj.lerp(gLerpFactor, fX, fY);
- p.X := Obj.Rect.Width div 2;
- p.Y := Obj.Rect.Height div 2;
-
- if Shots[i].ShotType = WEAPON_BFG then
- begin
- DEC(fX, 6);
- DEC(fY, 7);
- end;
-
- if Animation <> nil then
- begin
- if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
- else
- Animation.Draw(fX, fY, TMirrorType.None);
- end
- else if TextureID <> 0 then
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
- else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, fX, fY, 0, True, False);
- end;
-
- if g_debug_Frames then
- begin
- e_DrawQuad(Obj.X+Obj.Rect.X,
- Obj.Y+Obj.Rect.Y,
- Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
- Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
- 0, 255, 0);
- end;
- end;
-end;
-
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;