diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 182207f233740454ac355b5034c59625b78aea0b..5f3f99a2565ec8ec56a67399680ed9ac866071df 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
- binheap, hashtable, utils, xstreams;
+ geom, binheap, hashtable, utils, xstreams;
type
TWaterPanel = record
x, y: Integer;
end;
+ TBinHeapKeyHitTime = class
+ public
+ class function less (const a, b: Integer): Boolean; inline;
+ end;
+
// indicies in `wgunHitTime` array
- TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer>;
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
var
WaterMap: array of array of DWORD = nil;
wgunHitTimeUsed: Integer = 0;
-function hitTimeLess (a, b: Integer): Boolean;
+class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
var
hta, htb: PHitTime;
begin
procedure g_Weapon_LoadData();
begin
- e_WriteLog('Loading weapons data...', MSG_NOTIFY);
+ e_WriteLog('Loading weapons data...', TMsgType.Notify);
g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
//wgunMonHash := hashNewIntInt();
- wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess);
+ wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
procedure g_Weapon_FreeData();
begin
- e_WriteLog('Releasing weapons data...', MSG_NOTIFY);
+ e_WriteLog('Releasing weapons data...', TMsgType.Notify);
g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
- e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
stt := getTimeMicro();
{$ENDIF}
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
end;
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(Obj.X, Obj.Y, M_NONE, p, a)
+ Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
else
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
+ Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
+ e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;