X-Git-Url: https://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=a97b4ff5a50f911853570883bf99b190b9851573;hp=790d419283314680739cebf3093014f842c0a6de;hb=HEAD;hpb=493befdc432063207dc653ff49da645a567567ba diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 790d419..a97b4ff 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -133,7 +133,7 @@ type 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; @@ -237,7 +237,7 @@ type 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; @@ -253,16 +253,16 @@ type 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; @@ -323,7 +323,7 @@ type 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); @@ -339,15 +339,15 @@ type 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); @@ -388,7 +388,7 @@ type 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; @@ -706,20 +706,20 @@ const 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); @@ -1529,7 +1529,7 @@ var 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); @@ -2107,17 +2107,17 @@ begin 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 @@ -2185,12 +2185,12 @@ begin 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 @@ -2307,15 +2307,15 @@ begin 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": @@ -2323,7 +2323,7 @@ begin 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 @@ -2603,7 +2603,7 @@ begin 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); @@ -2615,13 +2615,13 @@ begin 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 @@ -2646,7 +2646,7 @@ begin 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 @@ -2880,10 +2880,9 @@ begin 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); @@ -2899,10 +2898,10 @@ begin 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 @@ -2913,7 +2912,7 @@ 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]; @@ -2924,13 +2923,13 @@ begin 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 @@ -2973,15 +2972,15 @@ begin 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; @@ -2991,10 +2990,10 @@ begin 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; @@ -3060,7 +3059,7 @@ begin 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' @@ -3097,10 +3096,10 @@ begin 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; @@ -3236,7 +3235,7 @@ begin DidFire := True; end; - WEAPON_SUPERPULEMET: + WEAPON_SUPERCHAINGUN: if FAmmo[A_SHELLS] > 0 then begin g_Weapon_shotgun(wx, wy, xd, yd, FUID); @@ -3293,7 +3292,7 @@ function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word; 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 @@ -3629,7 +3628,7 @@ begin 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; @@ -3639,7 +3638,7 @@ begin end; // Âûáðîñ ðþêçàêà: - if R_ITEM_BACKPACK in FRulez then + if R_ITEM_BACKPACK in FInventory then PushItem(ITEM_AMMO_BACKPACK); // Âûáðîñ ðàêåòíîãî ðàíöà: @@ -3648,15 +3647,15 @@ begin // 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; @@ -3843,8 +3842,8 @@ function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean; 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); @@ -3857,8 +3856,8 @@ function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean; 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); @@ -4056,7 +4055,7 @@ begin 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: @@ -4210,14 +4209,14 @@ begin 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'); @@ -4318,7 +4317,7 @@ begin 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 @@ -4342,16 +4341,16 @@ begin 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); @@ -4359,9 +4358,9 @@ begin 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); @@ -4369,9 +4368,9 @@ begin 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); @@ -4379,9 +4378,9 @@ begin 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; @@ -4399,18 +4398,18 @@ begin 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; @@ -4429,9 +4428,9 @@ begin 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; @@ -4467,9 +4466,9 @@ begin 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); @@ -4667,12 +4666,12 @@ begin 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: @@ -4697,7 +4696,7 @@ begin end; FWeapon[WEAPON_PISTOL] := True; - FWeapon[WEAPON_KASTET] := True; + FWeapon[WEAPON_IRONFIST] := True; FCurrWeap := WEAPON_PISTOL; resetWeaponQueue(); @@ -4715,10 +4714,10 @@ begin 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: @@ -4750,14 +4749,14 @@ begin 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; @@ -5332,9 +5331,9 @@ begin 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; @@ -5402,7 +5401,7 @@ begin 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); @@ -5431,9 +5430,9 @@ begin 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 @@ -5448,7 +5447,7 @@ begin 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); @@ -5593,9 +5592,9 @@ function TPlayer.GetKeys(): Byte; 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; @@ -5636,11 +5635,11 @@ begin 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; @@ -5732,7 +5731,7 @@ begin FFireAngle := FAngle; end; - WEAPON_SUPERPULEMET: + WEAPON_SUPERCHAINGUN: begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; @@ -5937,10 +5936,9 @@ end; 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; @@ -6044,7 +6042,7 @@ begin else Result := 0; end; -procedure TPlayer.RememberState(); +procedure TPlayer.PreserveState(); var i: Integer; SavedState: TPlayerSavedState; @@ -6062,7 +6060,7 @@ begin 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 @@ -6081,7 +6079,7 @@ begin SavedStates[FSavedStateNum] := SavedState; end; -procedure TPlayer.RecallState(); +procedure TPlayer.RestoreState(); var i: Integer; SavedState: TPlayerSavedState; @@ -6106,7 +6104,7 @@ begin 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); @@ -6190,17 +6188,17 @@ begin // 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 @@ -6294,17 +6292,17 @@ begin // 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 @@ -6325,14 +6323,13 @@ begin 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 @@ -6345,7 +6342,7 @@ 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(); @@ -6387,57 +6384,46 @@ procedure TPlayer.GiveItem(ItemType: Byte); 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 - 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 + FInventory += [R_BERSERK]; + if FBFGFireCounter < 1 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); @@ -6460,7 +6446,7 @@ begin 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]); @@ -6491,12 +6477,12 @@ begin 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); @@ -6928,8 +6914,8 @@ var 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 @@ -6941,8 +6927,8 @@ begin 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; @@ -7024,7 +7010,7 @@ begin (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 @@ -7211,7 +7197,7 @@ begin 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 @@ -7851,7 +7837,7 @@ begin 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; @@ -7881,7 +7867,7 @@ var 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; @@ -7933,7 +7919,7 @@ 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 @@ -7958,7 +7944,7 @@ begin 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, @@ -7966,7 +7952,7 @@ begin 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,