diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 0990c0e5ce43a17ff51a0ff1ff2c6cfe96bdb366..a97b4ff5a50f911853570883bf99b190b9851573 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
Ammo: Array [A_BULLETS..A_HIGH] of Word;
MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
- Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
+ Inventory: Set of R_ITEM_BACKPACK..R_BERSERK;
Used: Boolean;
end;
procedure Jump();
procedure Use();
- function getNextWeaponIndex (): Byte; // return 255 for "no switch"
+ function getNextWeaponIndex (): Byte; // returns 255 for "no switch"
procedure resetWeaponQueue ();
function hasAmmoForWeapon (weapon: Byte): Boolean;
function hasAmmoForShooting (weapon: Byte): Boolean;
FAmmo: Array [A_BULLETS..A_HIGH] of Word;
FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
- FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
+ FInventory: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
- FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
+ FPowerups: Array [MR_SUIT..MR_MAX] of DWORD;
FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
FWeapSwitchMode: Byte;
FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
FSwitchToEmpty: Byte;
- FSkipFist: Byte;
+ FSkipIronFist: Byte;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
procedure SetFlag(Flag: Byte);
function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
function TryDropFlag(): Boolean;
- procedure AllRulez(Health: Boolean);
+ procedure TankRamboCheats(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure GiveItem(ItemType: Byte);
procedure Draw(); virtual;
procedure DrawPain();
procedure DrawPickup();
- procedure DrawRulez();
+ procedure DrawOverlay();
procedure DrawAim();
procedure DrawIndicator(Color: TRGB);
procedure DrawBubble();
procedure DrawGUI();
procedure PreUpdate();
procedure Update(); virtual;
- procedure RememberState();
- procedure RecallState();
+ procedure PreserveState();
+ procedure RestoreState();
procedure SaveState (st: TStream); virtual;
procedure LoadState (st: TStream); virtual;
procedure PauseSounds(Enable: Boolean);
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
- property SkipFist: Byte read FSkipFist write FSkipFist;
+ property SkipIronFist: Byte read FSkipIronFist write FSkipIronFist;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
- (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
- WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
+ WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
- (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
- WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
+ WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
//WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
- // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ // (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
// WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
// WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
- // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
+ // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_IRONFIST);
WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
(5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
Team := BotList[num].team; // CTF / TDM
// Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
- if lName = '' then
+ if lName = '' then
num := Random(Length(BotList))
else
begin
model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
// Êîìàíäà
- if config.ReadStr(IntToStr(a), 'team', 'red') = 'red'
- then team := TEAM_RED
- else team := TEAM_BLUE;
+ s := config.ReadStr(IntToStr(a), 'team', '');
+ if s = 'red' then
+ team := TEAM_RED
+ else if s = 'blue' then
+ team := TEAM_BLUE
+ else
+ team := TEAM_NONE;
// Öâåò ìîäåëè
sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
+ SetLength(sa, 3);
color.R := StrToIntDef(sa[0], 0);
color.G := StrToIntDef(sa[1], 0);
color.B := StrToIntDef(sa[2], 0);
begin
for i := Low(gPlayers) to High(gPlayers) do
if (gPlayers[i] <> nil) and gPlayers[i].alive then
- gPlayers[i].RememberState;
+ gPlayers[i].PreserveState;
end;
procedure g_Player_ResetAll(Force, Silent: Boolean);
for i := WP_FIRST to WP_LAST do
if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
testedWeap := i;
- if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
- testedWeap := WEAPON_KASTET;
+ if (R_BERSERK in FInventory) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
+ testedWeap := WEAPON_IRONFIST;
result := testedWeap;
end;
function TPlayer.maySwitch(Weapon: Byte) : Boolean;
begin
result := true;
- if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
+ if (Weapon = WEAPON_IRONFIST) and (FSkipIronFist <> 0) then
begin
- if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
+ if (FSkipIronFist = 1) and (not (R_BERSERK in FInventory)) then
result := false;
end
else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
+ g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', FObj.X, FObj.Y)
else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
- // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
+ // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
(gGameSettings.GameType = GT_SINGLE) and
(g_Player_GetCount() > 1)) then
end;
end;
// Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
- FMegaRulez[MR_SUIT] := 0;
- FMegaRulez[MR_INVUL] := 0;
- FMegaRulez[MR_INVIS] := 0;
+ FPowerups[MR_SUIT] := 0;
+ FPowerups[MR_INVUL] := 0;
+ FPowerups[MR_INVIS] := 0;
FSpawnInvul := 0;
FBerserk := 0;
end;
// Íî îò îñòàëüíîãî ñïàñàåò:
- if FMegaRulez[MR_INVUL] >= gTime then
+ if FPowerups[MR_INVUL] >= gTime then
Exit;
// ×èò-êîä "ÃÎÐÅÖ":
Exit;
// Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
- if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
+ if (TGameOption.TEAM_DAMAGE in gGameSettings.Options) or
(SpawnerUID = FUID) or
(not SameTeam(FUID, SpawnerUID)) then
begin
end;
if t = HIT_WATER then
- begin
- g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
- FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
- if Random(2) = 0
- then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
- end;
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
end;
// Áóôåð óðîíà:
end;
end;
- if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
+ if (FPowerups[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
begin
e_GetTextureSize(ID, @w, @h);
fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
end;
- if FMegaRulez[MR_INVIS] > gTime then
+ if FPowerups[MR_INVIS] > gTime then
begin
if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
begin
- if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
- dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
+ if (FPowerups[MR_INVIS] - gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_INVIS] - gTime) div 300)
else
dr := True;
if dr then
FModel.Draw(fX, fY+fSlope);
end
else
- FModel.Draw(fX, fY+fSlope, 254);
+ FModel.Draw(fX, fY+fSlope, 255);
end
else
FModel.Draw(fX, fY+fSlope);
end;
if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
- if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
+ if (FPowerups[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
DrawBubble();
// e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
- if R_BERSERK in FRulez then
- e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
- else
- e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
+ if R_BERSERK in FInventory
+ then e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
+ else e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
e_Draw(ID, X+36, Y+77, 0, True, False);
s := IntToStr(GetAmmoByWeapon(FCurrWeap));
case FCurrWeap of
- WEAPON_KASTET:
+ WEAPON_IRONFIST:
begin
s := '--';
- ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
+ ID := gItemsTexturesID[ITEM_WEAPON_IRONFIST];
end;
WEAPON_SAW:
begin
WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
- WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
+ WEAPON_SUPERCHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_SUPERCHAINGUN];
WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
e_Draw(ID, X+20, Y+160, 0, True, False);
- if R_KEY_RED in FRulez then
+ if R_KEY_RED in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
- if R_KEY_GREEN in FRulez then
+ if R_KEY_GREEN in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
- if R_KEY_BLUE in FRulez then
+ if R_KEY_BLUE in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
if FJetFuel > 0 then
end;
end;
-procedure TPlayer.DrawRulez();
+procedure TPlayer.DrawOverlay();
var
dr: Boolean;
begin
// Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
- if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
+ if (FPowerups[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
begin
- if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
- dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
+ if (FPowerups[MR_INVUL]-gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_INVUL]-gTime) div 300)
else
dr := True;
end;
// Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
- if FMegaRulez[MR_SUIT] >= gTime then
+ if FPowerups[MR_SUIT] >= gTime then
begin
- if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
- dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
+ if (FPowerups[MR_SUIT]-gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_SUIT]-gTime) div 300)
else
dr := True;
FPunchAnim := nil;
end;
st := 'FRAMES_PUNCH';
- if R_BERSERK in FRulez then
+ if R_BERSERK in FInventory then
st := st + '_BERSERK';
if FKeys[KEY_UP].Pressed then
st := st + '_UP'
yd := wy+firediry();
case FCurrWeap of
- WEAPON_KASTET:
+ WEAPON_IRONFIST:
begin
DoPunch();
- if R_BERSERK in FRulez then
+ if R_BERSERK in FInventory then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.X := FObj.X+FObj.Rect.X;
DidFire := True;
end;
- WEAPON_SUPERPULEMET:
+ WEAPON_SUPERCHAINGUN:
if FAmmo[A_SHELLS] > 0 then
begin
g_Weapon_shotgun(wx, wy, xd, yd, FUID);
begin
case Weapon of
WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS];
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
@@ -3358,7 +3357,7 @@ procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME)
begin
if Timeout <= 0 then
exit;
- if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
+ if (FPowerups[MR_SUIT] > gTime) or (FPowerups[MR_INVUL] > gTime) then
exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
WEAPON_BFG: i := ITEM_WEAPON_BFG;
- WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
+ WEAPON_SUPERCHAINGUN: i := ITEM_WEAPON_SUPERCHAINGUN;
WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
else i := 0;
end;
end;
// Âûáðîñ ðþêçàêà:
- if R_ITEM_BACKPACK in FRulez then
+ if R_ITEM_BACKPACK in FInventory then
PushItem(ITEM_AMMO_BACKPACK);
// Âûáðîñ ðàêåòíîãî ðàíöà:
// Âûáðîñ êëþ÷åé:
if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
- (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
+ (not (TGameOption.DM_KEYS in gGameSettings.Options)) then
begin
- if R_KEY_RED in FRulez then
+ if R_KEY_RED in FInventory then
PushItem(ITEM_KEY_RED);
- if R_KEY_GREEN in FRulez then
+ if R_KEY_GREEN in FInventory then
PushItem(ITEM_KEY_GREEN);
- if R_KEY_BLUE in FRulez then
+ if R_KEY_BLUE in FInventory then
PushItem(ITEM_KEY_BLUE);
end;
begin
result := false;
case weapon of
- WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_IRONFIST, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0);
WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
begin
result := false;
case weapon of
- WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_IRONFIST, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0);
WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
if g_Game_IsClient then Exit;
// a = true - ìåñòî ñïàâíà ïðåäìåòà:
- a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
+ a := (TGameOption.WEAPONS_STAY in gGameSettings.Options) and arespawn;
remove := not a;
case ItemType of
ITEM_MEDKIT_SMALL:
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
end;
- ITEM_WEAPON_SUPERPULEMET:
- if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
+ ITEM_WEAPON_SUPERCHAINGUN:
+ if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERCHAINGUN] then
begin
- if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
- switchWeapon := WEAPON_SUPERPULEMET;
- hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
+ if a and FWeapon[WEAPON_SUPERCHAINGUN] then Exit;
+ switchWeapon := WEAPON_SUPERCHAINGUN;
+ hadWeapon := FWeapon[WEAPON_SUPERCHAINGUN];
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
- FWeapon[WEAPON_SUPERPULEMET] := True;
+ FWeapon[WEAPON_SUPERCHAINGUN] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
end;
ITEM_AMMO_BACKPACK:
- if not(R_ITEM_BACKPACK in FRulez) or
+ if not(R_ITEM_BACKPACK in FInventory) or
(FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
- FRulez := FRulez + [R_ITEM_BACKPACK];
+ FInventory += [R_ITEM_BACKPACK];
Result := True;
remove := True;
- if gFlash = 2 then Inc(FPickup, 5);
+ if gFlash = 2 then FPickup += 5;
end;
ITEM_KEY_RED:
- if not(R_KEY_RED in FRulez) then
+ if not(R_KEY_RED in FInventory) then
begin
- Include(FRulez, R_KEY_RED);
+ FInventory += [R_KEY_RED];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_KEY_GREEN:
- if not(R_KEY_GREEN in FRulez) then
+ if not(R_KEY_GREEN in FInventory) then
begin
- Include(FRulez, R_KEY_GREEN);
+ FInventory += [R_KEY_GREEN];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_KEY_BLUE:
- if not(R_KEY_BLUE in FRulez) then
+ if not(R_KEY_BLUE in FInventory) then
begin
- Include(FRulez, R_KEY_BLUE);
+ FInventory += [R_KEY_BLUE];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_SUIT:
- if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
+ if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
begin
- FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
+ FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
Result := True;
remove := True;
FFireTime := 0;
ITEM_MEDKIT_BLACK:
begin
- if not (R_BERSERK in FRulez) then
+ if not (R_BERSERK in FInventory) then
begin
- Include(FRulez, R_BERSERK);
+ FInventory += [R_BERSERK];
if (FBFGFireCounter = -1) then
begin
- FCurrWeap := WEAPON_KASTET;
+ FCurrWeap := WEAPON_IRONFIST;
resetWeaponQueue();
- FModel.SetWeapon(WEAPON_KASTET);
+ FModel.SetWeapon(WEAPON_IRONFIST);
end;
if gFlash <> 0 then
begin
- Inc(FPain, 100);
+ FPain += 100;
if gFlash = 2 then Inc(FPickup, 5);
end;
FBerserk := gTime+30000;
end;
ITEM_INVUL:
- if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
+ if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
- FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
FSpawnInvul := 0;
Result := True;
remove := True;
end;
ITEM_INVIS:
- if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
+ if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
begin
- FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
+ FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
Result := True;
remove := True;
if gFlash = 2 then Inc(FPickup, 5);
if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
begin // "Ñâîÿ èãðà"
// Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
- FRulez := FRulez-[R_BERSERK];
+ FInventory -= [R_BERSERK];
end
else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
begin
// Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
- FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
+ FInventory -= [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
end;
// Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
end;
FWeapon[WEAPON_PISTOL] := True;
- FWeapon[WEAPON_KASTET] := True;
+ FWeapon[WEAPON_IRONFIST] := True;
FCurrWeap := WEAPON_PISTOL;
resetWeaponQueue();
FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
- LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
- FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
+ (TGameOption.DM_KEYS in gGameSettings.Options) then
+ FInventory := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
else
- FRulez := [];
+ FInventory := [];
end;
// Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
for a := Low(FTime) to High(FTime) do
FTime[a] := 0;
- for a := Low(FMegaRulez) to High(FMegaRulez) do
- FMegaRulez[a] := 0;
+ for a := Low(FPowerups) to High(FPowerups) do
+ FPowerups[a] := 0;
// Respawn invulnerability
if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
begin
- FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
- FSpawnInvul := FMegaRulez[MR_INVUL];
+ FPowerups[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
+ FSpawnInvul := FPowerups[MR_INVUL];
end;
FDamageBuffer := 0;
if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
begin
// Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
- FMegaRulez[MR_SUIT] := 0;
- FMegaRulez[MR_INVUL] := 0;
- FMegaRulez[MR_INVIS] := 0;
+ FPowerups[MR_SUIT] := 0;
+ FPowerups[MR_INVUL] := 0;
+ FPowerups[MR_INVIS] := 0;
Kill(K_FALLKILL, 0, HIT_FALL);
end;
else
Dec(FBFGFireCounter);
- if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
+ if (FPowerups[MR_SUIT] < gTime) and AnyServer then
begin
b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
FAir := 0;
end
else if (FAir mod 31 = 0) and not blockmon then
- begin
- g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
- if Random(2) = 0
- then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
- end;
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
end else if FAir < AIR_DEF then
FAir := AIR_DEF;
FFireTime := 0;
FFirePainTime := 0;
end
- else if FMegaRulez[MR_SUIT] >= gTime then
+ else if FPowerups[MR_SUIT] >= gTime then
begin
- if FMegaRulez[MR_SUIT] = gTime then
+ if FPowerups[MR_SUIT] = gTime then
FFireTime := 1;
FFirePainTime := 0;
end
end;
FFirePainTime := FFirePainTime - 1;
FFireTime := FFireTime - 1;
- if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
+ if ((FFireTime mod 33) = 0) and (FPowerups[MR_INVUL] < gTime) then
FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
begin
Result := 0;
- if R_KEY_RED in FRulez then Result := KEY_RED;
- if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
- if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
+ if R_KEY_RED in FInventory then Result := Result or KEY_RED;
+ if R_KEY_GREEN in FInventory then Result := Result or KEY_GREEN;
+ if R_KEY_BLUE in FInventory then Result := Result or KEY_BLUE;
if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
YD := AY;
case FCurrWeap of
- WEAPON_KASTET:
+ WEAPON_IRONFIST:
begin
visible := False;
DoPunch();
- if R_BERSERK in FRulez then
+ if R_BERSERK in FInventory then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.X := FObj.X+FObj.Rect.X;
FFireAngle := FAngle;
end;
- WEAPON_SUPERPULEMET:
+ WEAPON_SUPERCHAINGUN:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
function TPlayer.TryDropFlag(): Boolean;
begin
- if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
- Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
- else
- Result := False;
+ if (TGameOption.ALLOW_DROP_FLAG in gGameSettings.Options)
+ then Result := DropFlag(False, TGameOption.THROW_FLAG in gGameSettings.Options)
+ else Result := False;
end;
function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
else Result := 0;
end;
-procedure TPlayer.RememberState();
+procedure TPlayer.PreserveState();
var
i: Integer;
SavedState: TPlayerSavedState;
SavedState.Ammo[i] := FAmmo[i];
for i := Low(FMaxAmmo) to High(FMaxAmmo) do
SavedState.MaxAmmo[i] := FMaxAmmo[i];
- SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
+ SavedState.Inventory := FInventory - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
FSavedStateNum := -1;
for i := Low(SavedStates) to High(SavedStates) do
SavedStates[FSavedStateNum] := SavedState;
end;
-procedure TPlayer.RecallState();
+procedure TPlayer.RestoreState();
var
i: Integer;
SavedState: TPlayerSavedState;
FAmmo[i] := SavedState.Ammo[i];
for i := Low(FMaxAmmo) to High(FMaxAmmo) do
FMaxAmmo[i] := SavedState.MaxAmmo[i];
- FRulez := SavedState.Rulez;
+ FInventory := SavedState.Inventory;
if gGameSettings.GameType = GT_SERVER then
MH_SEND_PlayerStats(FUID);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
// Íàëè÷èå ðþêçàêà
- utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
+ utils.writeBool(st, (R_ITEM_BACKPACK in FInventory));
// Íàëè÷èå êðàñíîãî êëþ÷à
- utils.writeBool(st, (R_KEY_RED in FRulez));
+ utils.writeBool(st, (R_KEY_RED in FInventory));
// Íàëè÷èå çåëåíîãî êëþ÷à
- utils.writeBool(st, (R_KEY_GREEN in FRulez));
+ utils.writeBool(st, (R_KEY_GREEN in FInventory));
// Íàëè÷èå ñèíåãî êëþ÷à
- utils.writeBool(st, (R_KEY_BLUE in FRulez));
+ utils.writeBool(st, (R_KEY_BLUE in FInventory));
// Íàëè÷èå áåðñåðêà
- utils.writeBool(st, (R_BERSERK in FRulez));
+ utils.writeBool(st, (R_BERSERK in FInventory));
// Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
- for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
+ for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FPowerups[i]));
// Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
// Íàçâàíèå ìîäåëè
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
// Íàëè÷èå ðþêçàêà
- if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
+ if utils.readBool(st) then FInventory += [R_ITEM_BACKPACK];
// Íàëè÷èå êðàñíîãî êëþ÷à
- if utils.readBool(st) then Include(FRulez, R_KEY_RED);
+ if utils.readBool(st) then FInventory += [R_KEY_RED];
// Íàëè÷èå çåëåíîãî êëþ÷à
- if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
+ if utils.readBool(st) then FInventory += [R_KEY_GREEN];
// Íàëè÷èå ñèíåãî êëþ÷à
- if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
+ if utils.readBool(st) then FInventory += [R_KEY_BLUE];
// Íàëè÷èå áåðñåðêà
- if utils.readBool(st) then Include(FRulez, R_BERSERK);
+ if utils.readBool(st) then FInventory += [R_BERSERK];
// Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
- for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
+ for i := MR_SUIT to MR_MAX do FPowerups[i] := utils.readLongWord(st);
// Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
// Íàçâàíèå ìîäåëè
end;
// Îáíîâëÿåì ìîäåëü èãðîêà
SetModel(str);
- if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
- FModel.Color := TEAMCOLOR[FTeam]
- else
- FModel.Color := FColor;
+ if gGameSettings.GameMode in [GM_TDM, GM_CTF]
+ then FModel.Color := TEAMCOLOR[FTeam]
+ else FModel.Color := FColor;
end;
-procedure TPlayer.AllRulez(Health: Boolean);
+procedure TPlayer.TankRamboCheats(Health: Boolean);
var
a: Integer;
begin
for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
- FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
+ FInventory += [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
procedure TPlayer.RestoreHealthArmor();
begin
case ItemType of
ITEM_SUIT:
- if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
- begin
- FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
- end;
+ if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
+ FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
ITEM_OXYGEN:
- if FAir < AIR_MAX then
- begin
- FAir := AIR_MAX;
- end;
+ if FAir < AIR_MAX then FAir := AIR_MAX;
ITEM_MEDKIT_BLACK:
+ begin
+ if not (R_BERSERK in FInventory) then
begin
- if not (R_BERSERK in FRulez) then
+ FInventory += [R_BERSERK];
+ if FBFGFireCounter < 1 then
begin
- Include(FRulez, R_BERSERK);
- if FBFGFireCounter < 1 then
- begin
- FCurrWeap := WEAPON_KASTET;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_KASTET);
- end;
- if gFlash <> 0 then
- Inc(FPain, 100);
- FBerserk := gTime+30000;
- end;
- if FHealth < PLAYER_HP_SOFT then
- begin
- FHealth := PLAYER_HP_SOFT;
- FBerserk := gTime+30000;
+ FCurrWeap := WEAPON_IRONFIST;
+ resetWeaponQueue();
+ FModel.SetWeapon(WEAPON_IRONFIST);
end;
+ if gFlash <> 0 then FPain += 100;
+ FBerserk := gTime+30000;
end;
+ if FHealth < PLAYER_HP_SOFT then
+ begin
+ FHealth := PLAYER_HP_SOFT;
+ FBerserk := gTime+30000;
+ end;
+ end;
ITEM_INVUL:
- if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
+ if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
- FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
FSpawnInvul := 0;
end;
ITEM_INVIS:
- if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
- begin
- FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
- end;
+ if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
+ FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
ITEM_JETPACK:
- if FJetFuel < JET_MAX then
- begin
- FJetFuel := JET_MAX;
- end;
+ if FJetFuel < JET_MAX then FJetFuel := JET_MAX;
ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
- ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
+ ITEM_WEAPON_SUPERCHAINGUN: FWeapon[WEAPON_SUPERCHAINGUN] := True;
ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
- FRulez := FRulez + [R_ITEM_BACKPACK];
+ FInventory += [R_ITEM_BACKPACK];
end;
- ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
- ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
- ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
+ ITEM_KEY_RED: if not (R_KEY_RED in FInventory) then FInventory += [R_KEY_RED];
+ ITEM_KEY_GREEN: if not (R_KEY_GREEN in FInventory) then FInventory += [R_KEY_GREEN];
+ ITEM_KEY_BLUE: if not (R_KEY_BLUE in FInventory) then FInventory += [R_KEY_BLUE];
ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
if BodyInLiquid(0, 0) then
begin
- g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
- Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
- if Random(2) = 0
- then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
+ g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+ Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
Exit;
end;
end;
begin
- vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
- vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
+ vsPlayer := TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options;
+ vsMonster := TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options;
// Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
if FCurrWeap <> FSelectedWeapon then
RemoveAIFlag('NEEDFIRE');
case FCurrWeap of
- WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
- WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
+ WEAPON_PLASMA, WEAPON_SUPERCHAINGUN, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
+ WEAPON_SAW, WEAPON_IRONFIST, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
else PressKey(KEY_FIRE);
end;
end;
(gPlayers[a].FUID <> FUID) and
(not SameTeam(FUID, gPlayers[a].FUID)) and
(not gPlayers[a].NoTarget) and
- (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
+ (gPlayers[a].FPowerups[MR_INVIS] < gTime) then
begin
if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
begin // Öåëü - èãðîê
pla := g_Player_Get(Target.UID);
if (pla = nil) or (not pla.alive) or pla.NoTarget or
- (pla.FMegaRulez[MR_INVIS] >= gTime) then
+ (pla.FPowerups[MR_INVIS] >= gTime) then
Target.UID := 0; // òî çàáûòü öåëü
end
else
Jump(20);
// Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
- if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
+ if (FPowerups[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
if BodyInAcid(0, 0) then
Jump();
end;
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
- WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
+ WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS] >= 1;
WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
else Result := True;
end;
function TBot.Healthy(): Byte;
begin
- if FMegaRulez[MR_INVUL] >= gTime then Result := 3
+ if FPowerups[MR_INVUL] >= gTime then Result := 3
else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
else if (FHealth > 50) then Result := 2
else if (FHealth > 20) then Result := 1
begin
ok := False;
if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
- LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
+ (TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options) then
begin // Èãðîê
pla := g_Player_Get(FLastSpawnerUID);
ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
end
else
if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
- LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
+ (TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options) then
begin // Ìîíñòð
mon := g_Monsters_ByUID(FLastSpawnerUID);
ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,