DEADSOFTWARE

Revert "Revert "Revert "no more delay between weapon switching: now player should...
[d2df-sdl.git] / src / game / g_panel.pas
index c95c271c289aff596bbc6b0b5b9f33750b09e7be..0268c097b672b950344e3342b9d5e441152ec8ca 100644 (file)
@@ -212,11 +212,7 @@ var
 implementation
 
 uses
-{$IFDEF USE_NANOGL}
-  nanoGL,
-{$ELSE}
-  GL,
-{$ENDIF}
+  {$INCLUDE ../nogl/noGLuses.inc}
   e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
   g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
 
@@ -906,7 +902,7 @@ begin
     (FTextureIDs[FCurTexture].AnTex <> nil) and
     (Width > 0) and (Height > 0) and (FAlpha < 255) then
   begin
-    FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames);
+    FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
     FCurFrameCount := Count;
     FTextureIDs[FCurTexture].AnTex.CurrentFrame := FCurFrame;
     FTextureIDs[FCurTexture].AnTex.CurrentCounter := FCurFrameCount;