diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 632cb1344c3e4728f37478e4e683e1d1ac652cb0..79f6f2566ae93038ec519b1f4e2726f1c8036de3 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
+procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
begin
- Damage(50, 0, 0);
+ Damage(50, SpawnerUID, 0, 0);
g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
end;
end;
end;
+ Shots[find_id].Obj.oldX := X;
+ Shots[find_id].Obj.oldY := Y;
Shots[find_id].Obj.X := X;
Shots[find_id].Obj.Y := Y;
Shots[find_id].Obj.Vel.X := XV;
if a = 0 then
a := 1;
+ Shots[i].Obj.oldX := x;
+ Shots[i].Obj.oldY := y;
Shots[i].Obj.X := x;
Shots[i].Obj.Y := y;
Shots[i].Obj.Vel.X := (xd*s) div a;
g_Obj_Collide(obj, @gCorpses[i].Obj) then
begin
// Ðàñïèëèâàåì òðóï:
- gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4,
- (obj^.Vel.Y+obj^.Accel.Y) div 4);
+ gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y) div 4);
Result := 1;
end;
end;
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
- Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm);
+ Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
end;
end;
end;
end;
+procedure g_Weapon_PreUpdate();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ if Shots[i].ShotType <> 0 then
+ begin
+ Shots[i].Obj.oldX := Shots[i].Obj.X;
+ Shots[i].Obj.oldY := Shots[i].Obj.Y;
+ end;
+end;
+
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
procedure g_Weapon_Draw();
var
- i: Integer;
+ i, fX, fY: Integer;
a: SmallInt;
p: TDFPoint;
begin
else
a := 0;
+ Obj.lerp(gLerpFactor, fX, fY);
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
+ Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
else
- Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
+ Animation.Draw(fX, fY, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
+ e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
+ e_Draw(TextureID, fX, fY, 0, True, False);
end;
if g_debug_Frames then