index ed21eaabcee583c62290f99a732b6f161d681635..81ed2d311ec6d4babc0aa024f256bab4535d08a7 100644 (file)
g_holmes,
{$ENDIF}
{$IFDEF ENABLE_MENU}
g_holmes,
{$ENDIF}
{$IFDEF ENABLE_MENU}
- g_gui, g_menu,
+ g_gui, g_menu, r_gui,
+ {$ENDIF}
+ {$IFDEF ENABLE_GFX}
+ g_gfx, r_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ {$IFDEF ENABLE_SYSTEM}
+ g_system,
{$ENDIF}
SysUtils, Classes, Math,
g_base, g_basic, r_graphics,
{$ENDIF}
SysUtils, Classes, Math,
g_base, g_basic, r_graphics,
- g_system, g_touch,
MAPDEF, xprofiler, utils, wadreader, CONFIG,
e_input, e_sound,
g_language, g_console, g_triggers, g_player, g_options, g_monsters, g_map, g_panel,
MAPDEF, xprofiler, utils, wadreader, CONFIG,
e_input, e_sound,
g_language, g_console, g_triggers, g_player, g_options, g_monsters, g_map, g_panel,
- g_items, g_weapons, g_gfx, g_phys, g_net, g_netmaster,
- g_game, r_console, r_gfx, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
+ g_items, g_weapons, g_phys, g_net, g_netmaster,
+ g_game, r_console, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
r_playermodel
;
r_playermodel
;
procedure r_Game_Free;
begin
procedure r_Game_Free;
begin
+ e_CharFont_Remove(gMenuFont);
+ e_CharFont_Remove(gMenuSmallFont);
g_Texture_Delete('NOTEXTURE');
g_Texture_Delete('TEXTURE_PLAYER_HUD');
g_Texture_Delete('TEXTURE_PLAYER_HUDBG');
g_Texture_Delete('NOTEXTURE');
g_Texture_Delete('TEXTURE_PLAYER_HUD');
g_Texture_Delete('TEXTURE_PLAYER_HUDBG');
begin
e_TextureFontGetSize(gStdFont, ww2, hh2);
begin
e_TextureFontGetSize(gStdFont, ww2, hh2);
- sys_HandleInput;
+ {$IFDEF ENABLE_SYSTEM}
+ sys_HandleInput;
+ {$ENDIF}
if g_Console_Action(ACTION_SCORES) then
begin
if g_Console_Action(ACTION_SCORES) then
begin
// HACK: take stats screenshot immediately after the first frame of the stats showing
if gScreenshotStats and (not StatShotDone) and (Length(CustomStat.PlayerStat) > 1) then
begin
// HACK: take stats screenshot immediately after the first frame of the stats showing
if gScreenshotStats and (not StatShotDone) and (Length(CustomStat.PlayerStat) > 1) then
begin
-{$IFNDEF HEADLESS}
g_TakeScreenShot('stats/' + StatFilename);
g_TakeScreenShot('stats/' + StatFilename);
-{$ENDIF}
StatShotDone := True;
end;
end;
StatShotDone := True;
end;
end;
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('items', @r_Items_Draw);
drawOther('weapons', @r_Weapon_Draw);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('items', @r_Items_Draw);
drawOther('weapons', @r_Weapon_Draw);
- drawOther('shells', @r_Player_DrawShells);
+ {$IFDEF ENABLE_SHELLS}
+ drawOther('shells', @r_Player_DrawShells);
+ {$ENDIF}
drawOther('drawall', @r_Player_DrawAll);
drawOther('drawall', @r_Player_DrawAll);
- drawOther('gibs', @r_PlayerModel_DrawGibs);
- drawOther('corpses', @r_Player_DrawCorpses);
+ {$IFDEF ENABLE_GIBS}
+ drawOther('gibs', @r_PlayerModel_DrawGibs);
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ drawOther('corpses', @r_Player_DrawCorpses);
+ {$ENDIF}
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @r_Monsters_Draw);
drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @r_Monsters_Draw);
drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
- drawOther('gfx', @r_GFX_Draw);
+ {$IFDEF ENABLE_GFX}
+ drawOther('gfx', @r_GFX_Draw);
+ {$ENDIF}
drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
glPushMatrix();
glPushMatrix();
- camObj := p.getCameraObj();
+ {$IFDEF ENABLE_CORPSES}
+ camObj := g_Corpses_GetCameraObj(p);
+ {$ELSE}
+ camObj := p.Obj;
+ {$ENDIF}
+
camObj.lerp(gLerpFactor, fX, fY);
px := fX + PLAYER_RECT_CX;
py := fY + PLAYER_RECT_CY+nlerp(p.SlopeOld, camObj.slopeUpLeft, gLerpFactor);
camObj.lerp(gLerpFactor, fX, fY);
px := fX + PLAYER_RECT_CX;
py := fY + PLAYER_RECT_CY+nlerp(p.SlopeOld, camObj.slopeUpLeft, gLerpFactor);
//e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
end;
//e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
end;
- g_ActiveWindow.Draw();
+ r_GUI_Draw_Window(g_ActiveWindow);
end;
{$ENDIF}
end;
{$ENDIF}
-{$IFNDEF HEADLESS}
r_Console_Draw();
r_Console_Draw();
-{$ENDIF}
if g_debug_Sounds and gGameOn then
begin
if g_debug_Sounds and gGameOn then
begin
e_SetRendertarget(False);
e_SetViewPort(0, 0, gWinSizeX, gWinSizeY);
e_BlitFramebuffer(gWinSizeX, gWinSizeY);
e_SetRendertarget(False);
e_SetViewPort(0, 0, gWinSizeX, gWinSizeY);
e_BlitFramebuffer(gWinSizeX, gWinSizeY);
-
- // draw the overlay stuff on top of it
-
- g_Touch_Draw;
end;
end.
end;
end.