DEADSOFTWARE

Added support OpenGL ES 1.1 through nanoGL (have some bugs) and fix build for ARM
[d2df-sdl.git] / src / game / g_playermodel.pas
index e4b485d9eac079280c34118ec8e237be918097c3..c3bfdac266dcd9090cf9df3b418b988364357a22 100644 (file)
@@ -1,4 +1,4 @@
-(* Copyright (C)  DooM 2D:Forever Developers
+(* Copyright (C)  Doom 2D: Forever Developers
  *
  * This program is free software: you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
@@ -20,8 +20,8 @@ unit g_playermodel;
 interface
 
 uses
-  mempool,
-  MAPDEF, g_textures, g_basic, g_weapons, e_graphics, wadreader;
+  {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
+  MAPDEF, g_textures, g_basic, g_weapons, e_graphics, utils;
 
 const
   A_STAND      = 0;
@@ -82,7 +82,7 @@ type
                   Array [A_STAND..A_LAST] of
                   Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint;
 
-  TPlayerModel = class(TPoolObject)
+  TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
   private
     FName:             String;
     FDirection:        TDirection;
@@ -130,17 +130,23 @@ type
 procedure g_PlayerModel_LoadData();
 procedure g_PlayerModel_FreeData();
 function  g_PlayerModel_Load(FileName: String): Boolean;
-function  g_PlayerModel_GetNames(): SArray;
+function  g_PlayerModel_GetNames(): SSArray;
 function  g_PlayerModel_GetInfo(ModelName: String): TModelInfo;
 function  g_PlayerModel_Get(ModelName: String): TPlayerModel;
 function  g_PlayerModel_GetAnim(ModelName: String; Anim: Byte; var _Anim, _Mask: TAnimation): Boolean;
 function  g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolean;
 
+
 implementation
 
 uses
+{$IFDEF USE_NANOGL}
+  nanoGL,
+{$ELSE}
+  GL, GLExt,
+{$ENDIF}
   g_main, g_sound, g_console, SysUtils, g_player, CONFIG,
-  GL, GLExt, e_sound, g_options, g_map, Math, e_log;
+  e_sound, g_options, g_map, Math, e_log, wadreader;
 
 type
   TPlayerModelInfo = record
@@ -692,7 +698,7 @@ begin
     end;
 end;
 
-function g_PlayerModel_GetNames(): SArray;
+function g_PlayerModel_GetNames(): SSArray;
 var
   i: DWORD;
 begin