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render: move textures loaders to render
[d2df-sdl.git]
/
src
/
game
/
opengl
/
r_playermodel.pas
diff --git
a/src/game/opengl/r_playermodel.pas
b/src/game/opengl/r_playermodel.pas
index a9447d5925afaea6ebe8b40b65c9aeb00418952b..c15a713800114833cd4fe50d89af4b2705410d05 100644
(file)
--- a/
src/game/opengl/r_playermodel.pas
+++ b/
src/game/opengl/r_playermodel.pas
@@
-28,8
+28,8
@@
implementation
uses
SysUtils, Classes, Math,
MAPDEF,
uses
SysUtils, Classes, Math,
MAPDEF,
-
e_graphic
s,
- g_bas
ic, g_map, g_weapons, g_textures, g_main
+
r_graphics, g_options, r_animations, r_texture
s,
+ g_bas
e, g_basic, g_map, g_weapons
;
const
;
const
@@
-79,7
+79,7
@@
begin
p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X);
p.Y := FLAG_BASEPOINT.Y;
p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X);
p.Y := FLAG_BASEPOINT.Y;
-
pm.FlagAnim.DrawEx(
X+IfThen(pm.Direction = TDirection.D_LEFT, pm.FlagPoint.X-1, 2*FLAG_BASEPOINT.X-pm.FlagPoint.X+1)-FLAG_BASEPOINT.X,
+
r_Animation_DrawEx(pm.FlagAnim,
X+IfThen(pm.Direction = TDirection.D_LEFT, pm.FlagPoint.X-1, 2*FLAG_BASEPOINT.X-pm.FlagPoint.X+1)-FLAG_BASEPOINT.X,
Y+pm.FlagPoint.Y-FLAG_BASEPOINT.Y+1, Mirror, p,
IfThen(pm.Direction = TDirection.D_RIGHT, pm.FlagAngle, -pm.FlagAngle));
end;
Y+pm.FlagPoint.Y-FLAG_BASEPOINT.Y+1, Mirror, p,
IfThen(pm.Direction = TDirection.D_RIGHT, pm.FlagAngle, -pm.FlagAngle));
end;
@@
-118,12
+118,12
@@
begin
if (pm.Direction = TDirection.D_LEFT) and (pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation] <> nil) then
begin
pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation].Alpha := Alpha;
if (pm.Direction = TDirection.D_LEFT) and (pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation] <> nil) then
begin
pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation].Alpha := Alpha;
-
pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation].Draw(
X, Y, TMirrorType.None);
+
r_Animation_Draw(pm.Anim[TDirection.D_LEFT][pm.CurrentAnimation],
X, Y, TMirrorType.None);
end
else
begin
pm.Anim[TDirection.D_RIGHT][pm.CurrentAnimation].Alpha := Alpha;
end
else
begin
pm.Anim[TDirection.D_RIGHT][pm.CurrentAnimation].Alpha := Alpha;
-
pm.Anim[TDirection.D_RIGHT][pm.CurrentAnimation].Draw(
X, Y, Mirror);
+
r_Animation_Draw(pm.Anim[TDirection.D_RIGHT][pm.CurrentAnimation],
X, Y, Mirror);
end;
// Маска модели:
end;
// Маска модели:
@@
-132,12
+132,12
@@
begin
if (pm.Direction = TDirection.D_LEFT) and (pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation] <> nil) then
begin
pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation].Alpha := Alpha;
if (pm.Direction = TDirection.D_LEFT) and (pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation] <> nil) then
begin
pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation].Alpha := Alpha;
-
pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation].Draw(
X, Y, TMirrorType.None);
+
r_Animation_Draw(pm.MaskAnim[TDirection.D_LEFT][pm.CurrentAnimation],
X, Y, TMirrorType.None);
end
else
begin
pm.MaskAnim[TDirection.D_RIGHT][pm.CurrentAnimation].Alpha := Alpha;
end
else
begin
pm.MaskAnim[TDirection.D_RIGHT][pm.CurrentAnimation].Alpha := Alpha;
-
pm.MaskAnim[TDirection.D_RIGHT][pm.CurrentAnimation].Draw(
X, Y, Mirror);
+
r_Animation_Draw(pm.MaskAnim[TDirection.D_RIGHT][pm.CurrentAnimation],
X, Y, Mirror);
end;
e_Colors.R := 255;
end;
e_Colors.R := 255;
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