DEADSOFTWARE

render: fix animated textures
[d2df-sdl.git] / src / game / g_menu.pas
index 34c529889e962bda2933788330910fbca2f91a30..c83a8fa0d78e9577085fecbd707d82750bf45606 100644 (file)
@@ -331,7 +331,7 @@ begin
                                   TEAM_RED, TEAM_BLUE);
   with TGUIModelView(g_GUI_GetWindow('OptionsPlayersP1Menu').GetControl('mvP1Model')) do
   begin
-    gPlayer1Settings.Model := Model.Name;
+    gPlayer1Settings.Model := Model.GetName();
     gPlayer1Settings.Color := Model.Color;
   end;
 
@@ -341,7 +341,7 @@ begin
                                   TEAM_RED, TEAM_BLUE);
   with TGUIModelView(g_GUI_GetWindow('OptionsPlayersP2Menu').GetControl('mvP2Model')) do
   begin
-    gPlayer2Settings.Model := Model.Name;
+    gPlayer2Settings.Model := Model.GetName();
     gPlayer2Settings.Color := Model.Color;
   end;
 
@@ -1425,7 +1425,7 @@ end;
 procedure ProcOptionsPlayersMIMenu();
 var
   s, a: string;
-  b: TModelInfo;
+  i: Integer;
 begin
   if g_ActiveWindow.Name = 'OptionsPlayersP1Menu' then s := 'P1' else s := 'P2';
 
@@ -1433,15 +1433,14 @@ begin
 
   if a = '' then Exit;
 
-  b := g_PlayerModel_GetInfo(a);
-
+  i := g_PlayerModel_GetIndex(a);
   with TGUIMenu(g_GUI_GetWindow('OptionsPlayersMIMenu').GetControl('mOptionsPlayersMIMenu')) do
   begin
-    TGUILabel(GetControl('lbName')).Text := b.Name;
-    TGUILabel(GetControl('lbAuthor')).Text := b.Author;
-    TGUIMemo(GetControl('meComment')).SetText(b.Description);
+    TGUILabel(GetControl('lbName')).Text := PlayerModelsArray[i].Name;
+    TGUILabel(GetControl('lbAuthor')).Text := PlayerModelsArray[i].Author;
+    TGUIMemo(GetControl('meComment')).SetText(PlayerModelsArray[i].Description);
 
-    if b.HaveWeapon then
+    if PlayerModelsArray[i].HaveWeapon then
       TGUILabel(GetControl('lbWeapon')).Text := _lc[I_MENU_YES]
     else
       TGUILabel(GetControl('lbWeapon')).Text := _lc[I_MENU_NO];
@@ -1490,8 +1489,7 @@ begin
   with TGUIModelView(g_ActiveWindow.GetControl('mv'+s+'Model')) do
   begin
     NextAnim();
-    Model.GetCurrentAnimation.Loop := True;
-    Model.GetCurrentAnimationMask.Loop := True;
+    Model.AnimState.Loop := True;
   end;
 end;