index b8e39d6873b6601f479dd8f2593e2f97fcddef41..40de5b4d42199ffe0cca71090bec55d38848841a 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
function g_Triggers_PressR(X, Y: Integer; Width, Height: Word; UID: Word;
ActivateType: Byte; IgnoreList: DWArray = nil): DWArray;
procedure g_Triggers_PressL(X1, Y1, X2, Y2: Integer; UID: DWORD; ActivateType: Byte);
-procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte);
+procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte; IgnoreTrigger: Integer = -1);
procedure g_Triggers_OpenAll();
procedure g_Triggers_DecreaseSpawner(ID: DWORD);
procedure g_Triggers_Free();
function tr_Push(ActivateUID: Integer; VX, VY: Integer; ResetVel: Boolean): Boolean;
procedure tr_MakeEffect(X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean);
-function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer;
+function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word; TID: DWORD): Integer;
var
gTriggerClientID: Integer = 0;
end;
end;
-function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer;
+function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word; TID: DWORD): Integer;
var
snd: string;
Projectile: Boolean;
Anim: TAnimation;
begin
Result := -1;
+ TextureID := DWORD(-1);
snd := 'SOUND_WEAPON_FIREROCKET';
Projectile := True;
case ShotType of
Anim.Free();
end;
Projectile := False;
- g_Weapon_Explode(wx, wy, 60, 0);
+ g_Weapon_Explode(wx, wy, 60, 0, TID);
snd := 'SOUND_WEAPON_EXPLODEROCKET';
end;
dx := dx + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy);
dy := dy + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy);
- tr_SpawnShot(Data.ShotType, wx, wy, dx, dy, Data.ShotSound, TargetUID);
+ tr_SpawnShot(Data.ShotType, wx, wy, dx, dy, Data.ShotSound, TargetUID, ID);
end
else
if (Data.ShotIntReload > 0) and (ShotReloadTime = 0) then
end;
end;
-procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte);
+procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte; IgnoreTrigger: Integer = -1);
var
a: Integer;
k: Byte;
rsq := Radius * Radius;
for a := 0 to High(gTriggers) do
- if (gTriggers[a].TriggerType <> TRIGGER_NONE) and
+ if (gTriggers[a].ID <> DWORD(IgnoreTrigger)) and
+ (gTriggers[a].TriggerType <> TRIGGER_NONE) and
(gTriggers[a].TimeOut = 0) and
((gTriggers[a].Keys and k) = gTriggers[a].Keys) and
ByteBool(gTriggers[a].ActivateType and ActivateType) then