diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 068c2b4124e41fe4d225a6dd4685666797c1300c..362c2833ecbe9a7393caf11622c1ccb5bbfdb67e 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FLastSpawnerUID: Word;
FLastHit: Byte;
FObj: TObj;
- FXTo, FYTo: Integer;
FSpectatePlayer: Integer;
FFirePainTime: Integer;
FFireAttacker: Word;
procedure LoadState (st: TStream); virtual;
procedure PauseSounds(Enable: Boolean);
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
- procedure DoLerp(Level: Integer = 2);
- procedure SetLerp(XTo, YTo: Integer);
procedure QueueWeaponSwitch(Weapon: Byte);
procedure RealizeCurrentWeapon();
procedure FlamerOn;
GameX := gMapInfo.Width div 2;
GameY := gMapInfo.Height div 2;
end;
- FXTo := GameX;
- FYTo := GameY;
FAlive := False;
FSpectator := True;
Exit;
FGhost := not FGhost;
FPhysics := not FGhost;
- if FGhost then
- begin
- FXTo := FObj.X;
- FYTo := FObj.Y;
- end else
+ if not FGhost then
begin
FObj.Accel.X := 0;
FObj.Accel.Y := 0;
FObj.Y := Y-PLAYER_RECT.Y;
FObj.oldX := FObj.X; // don't interpolate after respawn
FObj.oldY := FObj.Y;
- if FAlive and FGhost then
- begin
- FXTo := FObj.X;
- FYTo := FObj.Y;
- end;
if not g_Game_IsNet then
begin
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
- if FGhost then
- DoLerp(4);
-
if NetServer then
if FClientID >= 0 then
begin
begin
if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
begin
- FYTo := FObj.Y - 32;
+ FObj.Y := FObj.Y - 32;
FSpectatePlayer := -1;
end;
if FKeys[KEY_DOWN].Pressed then
begin
- FYTo := FObj.Y + 32;
+ FObj.Y := FObj.Y + 32;
FSpectatePlayer := -1;
end;
if FKeys[KEY_LEFT].Pressed then
begin
- FXTo := FObj.X - 32;
+ FObj.X := FObj.X - 32;
FSpectatePlayer := -1;
end;
if FKeys[KEY_RIGHT].Pressed then
begin
- FXTo := FObj.X + 32;
+ FObj.X := FObj.X + 32;
FSpectatePlayer := -1;
end;
- if (FXTo < -64) then
- FXTo := -64
- else if (FXTo > gMapInfo.Width + 32) then
- FXTo := gMapInfo.Width + 32;
- if (FYTo < -72) then
- FYTo := -72
- else if (FYTo > gMapInfo.Height + 32) then
- FYTo := gMapInfo.Height + 32;
+ if (FObj.X < -64) then
+ FObj.X := -64
+ else if (FObj.X > gMapInfo.Width + 32) then
+ FObj.X := gMapInfo.Width + 32;
+ if (FObj.Y < -72) then
+ FObj.Y := -72
+ else if (FObj.Y > gMapInfo.Height + 32) then
+ FObj.Y := gMapInfo.Height + 32;
end;
if FPhysics then
if gPlayers[FSpectatePlayer] <> nil then
if gPlayers[FSpectatePlayer].alive then
begin
- FXTo := gPlayers[FSpectatePlayer].GameX;
- FYTo := gPlayers[FSpectatePlayer].GameY;
+ FObj.X := gPlayers[FSpectatePlayer].GameX;
+ FObj.Y := gPlayers[FSpectatePlayer].GameY;
end;
end;
else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
end;
-procedure TPlayer.DoLerp(Level: Integer = 2);
-begin
- if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
- if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
-end;
-
-procedure TPlayer.SetLerp(XTo, YTo: Integer);
-var
- AX, AY: Integer;
-begin
- if NetInterpLevel < 1 then
- begin
- FObj.X := XTo;
- FObj.Y := YTo;
- end
- else
- begin
- FXTo := XTo;
- FYTo := YTo;
-
- AX := Abs(FXTo - FObj.X);
- AY := Abs(FYTo - FObj.Y);
- if (AX > 32) or (AX <= NetInterpLevel) then
- FObj.X := FXTo;
- if (AY > 32) or (AY <= NetInterpLevel) then
- FObj.Y := FYTo;
- end;
-end;
-
function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
begin
if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,