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raw | patch | inline | side by side (from parent 1: d8cb72e)
raw | patch | inline | side by side (from parent 1: d8cb72e)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 30 Sep 2018 14:48:38 +0000 (17:48 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 30 Sep 2018 14:51:27 +0000 (17:51 +0300) |
src/game/g_game.pas | patch | blob | history | |
src/game/g_player.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index f92af351077aaa34fee47dc16dbb0d6eb9a1056f..de729fae42e2b139d809d3e451dccd8c7afee1b2 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
time: Word;
strafeDir: Byte;
i: Integer;
time: Word;
strafeDir: Byte;
i: Integer;
+ rwk: Boolean;
begin
if (plr = nil) then exit;
if (p2hack) then time := 1000 else time := 1;
begin
if (plr = nil) then exit;
if (p2hack) then time := 1000 else time := 1;
// 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
+ begin
+ rwk := plr.isWeaponSwitchKeyReleased(-1);
+ if rwk then plr.PressKey(KEY_NEXTWEAPON);
+ plr.weaponSwitchKeysStateChange(-1, true);
+ end
+ else
+ begin
+ plr.weaponSwitchKeysStateChange(-1, false);
+ end;
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then
+ begin
+ rwk := plr.isWeaponSwitchKeyReleased(-2);
+ if rwk then plr.PressKey(KEY_PREVWEAPON);
+ plr.weaponSwitchKeysStateChange(-2, true);
+ end
+ else
+ begin
+ plr.weaponSwitchKeysStateChange(-2, false);
+ end;
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
begin
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
begin
+ rwk := plr.isWeaponSwitchKeyReleased(i);
+ //writeln('rwk:', rwk);
plr.weaponSwitchKeysStateChange(i, true);
plr.weaponSwitchKeysStateChange(i, true);
- if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end
else
begin
end
else
begin
end;
end;
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
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23..fa2dcfce5243696c55b09cc25aee27d9c44229f9 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
mEDamageType: Integer;
// client-side only
mEDamageType: Integer;
// client-side only
- weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
+ weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
function CollideLevel(XInc, YInc: Integer): Boolean;
function CollideLevel(XInc, YInc: Integer): Boolean;
procedure releaseAllWeaponSwitchKeys ();
procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
function isWeaponSwitchKeyReleased (index: Integer): Boolean;
procedure releaseAllWeaponSwitchKeys ();
procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
function isWeaponSwitchKeyReleased (index: Integer): Boolean;
- procedure weaponSwitchKeysShiftNewStates ();
public
property Vel: TPoint2i read FObj.Vel;
public
property Vel: TPoint2i read FObj.Vel;
var
f: Integer;
begin
var
f: Integer;
begin
- for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
end;
procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
begin
Inc(index, 2); // -2: prev; -1: next
if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
end;
procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
begin
Inc(index, 2); // -2: prev; -1: next
if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
- weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
- if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
+ weaponSwitchKeyReleased[index] := not pressed;
end;
function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
end;
function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
end
else
begin
end
else
begin
- result := (weaponSwitchKeyReleased[index] and $01) <> 0;
- end;
-end;
-
-procedure TPlayer.weaponSwitchKeysShiftNewStates ();
-var
- f: Integer;
-begin
- // copy bit 1 to bit 0
- for f := 0 to High(weaponSwitchKeyReleased) do
- begin
- weaponSwitchKeyReleased[f] :=
- (weaponSwitchKeyReleased[f] and $02) or
- ((weaponSwitchKeyReleased[f] shr 1) and $01);
+ result := weaponSwitchKeyReleased[index];
end;
end;
end;
end;