X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=eba81403044209ce9ace6903bc3d83c22bb5850e;hb=656407d4bcc9419011375f19ad756d9ab7254f89;hp=3ddfd2c33192c7b0deedb35d9ea87aed7c4802af;hpb=12e4186897908db4e5b5f0f161aa68db3f8ea95c;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 3ddfd2c..eba8140 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -194,7 +194,7 @@ implementation (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN (name: 'BROCKET'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER (name: 'BPLASMA'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA - (name: 'BBFG'; x: 8; y: 8; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG + (name: 'BBFG'; x: 6; y: 7; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET (name: 'FLAME'; x: 0; y: 0; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11 @@ -984,6 +984,46 @@ implementation end; end; + procedure r_Map_DrawAim (p: TPlayer); + var x0, y0, x1, y1, a, len: Integer; + begin + ASSERT(p <> nil); + r_Common_GetPlayerPos(p, x0, y0); + x0 := x0 + WEAPONPOINT[p.Direction].X + IfThen(p.Direction = TDirection.D_LEFT, 7, -7); + y0 := y0 + WEAPONPOINT[p.Direction].Y; + a := p.Angle_; + len := 1024; + case p.CurrWeap of + WEAPON_KASTET: len := 12; + WEAPON_SAW: len := 24; + WEAPON_PISTOL, WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_CHAINGUN, + WEAPON_ROCKETLAUNCHER, WEAPON_SUPERPULEMET, WEAPON_FLAMETHROWER: + begin + if a = ANGLE_RIGHTUP then DEC(a, 2); + if a = ANGLE_RIGHTDOWN then INC(a, 4); + if a = ANGLE_LEFTUP then INC(a, 2); + if a = ANGLE_LEFTDOWN then DEC(a, 4); + end; + WEAPON_PLASMA: + begin + if a = ANGLE_RIGHTUP then DEC(a, 1); + if a = ANGLE_RIGHTDOWN then INC(a, 3); + if a = ANGLE_LEFTUP then INC(a, 1); + if a = ANGLE_LEFTDOWN then DEC(a, 3); + end; + WEAPON_BFG: + begin + if a = ANGLE_RIGHTUP then DEC(a, 1); + if a = ANGLE_RIGHTDOWN then INC(a, 2); + if a = ANGLE_LEFTUP then INC(a, 1); + if a = ANGLE_LEFTDOWN then DEC(a, 2); + end; + end; + x1 := x0 + Trunc(Cos(-DegToRad(a)) * len); + y1 := y0 + Trunc(Sin(-DegToRad(a)) * len); + r_Draw_Line(x0, y0, x1, y1, 255, 0, 0, 158); + end; + procedure r_Map_DrawPlayer (p, drawed: TPlayer); var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; begin @@ -1068,7 +1108,8 @@ implementation if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then r_Map_DrawTalkBubble(p); - // TODO draw aim + if gAimLine and p.alive and ((p = gPlayer1) or (p = gPlayer2)) then + r_Map_DrawAim(p); end; procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer); @@ -1670,6 +1711,7 @@ implementation if gDrawBackGround and (SkyTexture <> nil) then begin r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh); + r_Draw_SetFilter(SkyTexture, gTextureFilter); r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false); end;