DEADSOFTWARE

don't hit monsters on the client when it's warmup time
[d2df-sdl.git] / src / game / g_weapons.pas
index 3b1330170a988940f5d158494d4972a722faff6d..498487da73d4acd8862ebf74841bb33479940ad3 100644 (file)
@@ -2,8 +2,7 @@
  *
  * This program is free software: you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
  *
  * This program is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
@@ -462,12 +461,12 @@ begin
     if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
       Result := m.Damage(d, vx, vy, SpawnerUID, t)
     else
-      Result := True;
+      Result := (gLMSRespawn <> LMS_RESPAWN_WARMUP); // don't hit monsters when it's warmup time
     if t = HIT_FLAME then
       m.CatchFire(SpawnerUID);
   end
   else
-    Result := True;
+    Result := (gLMSRespawn <> LMS_RESPAWN_WARMUP); // don't hit monsters when it's warmup time
 end;
 
 
@@ -1117,6 +1116,7 @@ begin
   g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN');
   g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG');
   g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE');
+  g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD+':SOUNDS\IGNITE');
   g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD+':SOUNDS\STARTFIREBFG');
   g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD+':SOUNDS\EXPLODEROCKET');
   g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD+':SOUNDS\EXPLODEBFG');
@@ -1126,6 +1126,9 @@ begin
   g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD+':SOUNDS\FIREBALL');
   g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD+':SOUNDS\EXPLODEBALL');
   g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD+':SOUNDS\FIREREV');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD+':SOUNDS\STARTFLM');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD+':SOUNDS\STOPFLM');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD+':SOUNDS\WORKFLM');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
@@ -1183,6 +1186,7 @@ begin
   g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
   g_Sound_Delete('SOUND_WEAPON_FIREBFG');
   g_Sound_Delete('SOUND_FIRE');
+  g_Sound_Delete('SOUND_IGNITE');
   g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
   g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
   g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
@@ -1192,6 +1196,9 @@ begin
   g_Sound_Delete('SOUND_WEAPON_FIREBALL');
   g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
   g_Sound_Delete('SOUND_WEAPON_FIREREV');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEON');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
   g_Sound_Delete('SOUND_PLAYER_JETFLY');
   g_Sound_Delete('SOUND_PLAYER_JETON');
   g_Sound_Delete('SOUND_PLAYER_JETOFF');
@@ -2151,7 +2158,7 @@ begin
 
       if Stopped = 0 then
       begin
-        st := g_Obj_Move(@Obj, False, spl);
+        st := g_Obj_Move_Projectile(@Obj, False, spl);
       end
       else
       begin
@@ -2338,7 +2345,7 @@ begin
                 Stopped := MOVE_HITCEIL;
             end;
 
-            a := IfThen(Stopped = 0, 3, 1);
+            a := IfThen(Stopped = 0, 10, 1);
           // Åñëè â êîãî-òî ïîïàëè
             if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
             begin