diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index db39cb84b0961e1260f840fb8a885e710648b1a8..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;
FFireAngle: SmallInt;
FIncCamOld: Integer;
FIncCam: Integer;
+ FSlopeOld: Integer;
FShellTimer: Integer;
FShellType: Byte;
FSawSound: TPlayableSound;
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;
property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
property IncCam: Integer read FIncCam write FIncCam;
property IncCamOld: Integer read FIncCamOld write FIncCamOld;
+ property SlopeOld: Integer read FSlopeOld write FSlopeOld;
property UID: Word read FUID write FUID;
property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
property NetTime: LongWord read FNetTime write FNetTime;
procedure TPlayer.DrawIndicator(Color: TRGB);
var
- indX, indY, fX, fY: Integer;
+ indX, indY, fX, fY, fSlope: Integer;
indW, indH: Word;
indA: Single;
a: TDFPoint;
if FAlive then
begin
FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
+
case gPlayerIndicatorStyle of
0:
begin
indY := fY - indH;
end;
+ indY := indY + fSlope;
indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
begin
e_TextureFontGetSize(gStdFont, nW, nH);
indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
- indY := fY - nH;
+ indY := fY - nH + fSlope;
e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
end;
end;
w, h: Word;
dr: Boolean;
Mirror: TMirrorType;
- fX, fY: Integer;
+ fX, fY, fSlope: Integer;
begin
FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
if FAlive then
begin
if FPunchAnim <> nil then
begin
FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
- fY+FObj.Rect.Y-11, Mirror);
+ fY+fSlope+FObj.Rect.Y-11, Mirror);
if FPunchAnim.played then
begin
FPunchAnim.Free;
e_GetTextureSize(ID, @w, @h);
if FDirection = TDirection.D_LEFT then
e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
- fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
+ fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
else
e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
- fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
+ fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
end;
if FMegaRulez[MR_INVIS] > gTime then
else
dr := True;
if dr then
- FModel.Draw(fX, fY+FObj.slopeUpLeft, 200)
+ FModel.Draw(fX, fY+fSlope, 200)
else
- FModel.Draw(fX, fY+FObj.slopeUpLeft);
+ FModel.Draw(fX, fY+fSlope);
end
else
- FModel.Draw(fX, fY+FObj.slopeUpLeft, 254);
+ FModel.Draw(fX, fY+fSlope, 254);
end
else
- FModel.Draw(fX, fY+FObj.slopeUpLeft);
+ FModel.Draw(fX, fY+fSlope);
end;
if g_debug_Frames then
ReleaseKeys();
FDamageBuffer := 0;
+ FSlopeOld := 0;
FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
Anim: TAnimation;
ID: DWORD;
begin
+ FSlopeOld := 0;
FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
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
procedure TPlayer.PreUpdate();
begin
+ FSlopeOld := FObj.slopeUpLeft;
FIncCamOld := FIncCam;
FObj.oldX := FObj.X;
FObj.oldY := FObj.Y;
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,