diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index b3c8fecedec8c6e6a3e08f3e57fe83dea84837eb..75d1f403075ba293b9e629c0697b097285ff3805 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
uses
SysUtils, Classes,
{$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
- g_base, g_playermodel, g_basic, g_animations,
+ g_base, g_playermodel, g_basic,
g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
g_panel;
FSavedStateNum: Integer;
FModel: TPlayerModel;
- FPunchAnim: TAnimState;
+ FPunchTime: LongWord;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
property Berserk: Integer read FBerserk;
property Pain: Integer read FPain;
property Pickup: Integer read FPickup;
- property PunchAnim: TAnimState read FPunchAnim write FPunchAnim;
+ property PunchTime: LongWord read FPunchTime;
property SpawnInvul: Integer read FSpawnInvul;
property Ghost: Boolean read FGhost;
FNetTime := 0;
FWaitForFirstSpawn := false;
- FPunchAnim := TAnimState.Create(False, 1, 4);
- FPunchAnim.Disable;
+ FPunchTime := 0;
resetWeaponQueue();
end;
FJetSoundOn.Free();
FJetSoundOff.Free();
FModel.Free();
- FPunchAnim.Invalidate;
+ FPunchTime := 0;
inherited;
end;
procedure TPlayer.DoPunch();
begin
- FPunchAnim.Reset;
- FPunchAnim.Enable;
+ FPunchTime := gTime;
end;
procedure TPlayer.Fire();
FLoss := 0;
end;
- if FAlive then
- FPunchAnim.Update;
- if FPunchAnim.played then
- FPunchAnim.Disable;
-
if FAlive and (gFly or FJetpack) then
FlySmoke();