index 6306e171713a69eff076b9e77bddfa3908abcc8c..93f1b2398a32e7bc4eb3ed7ed19b8a5630230327 100644 (file)
uses g_player, g_base; // TPlayer, TRGB
+ procedure r_Player_Load;
+ procedure r_Player_Free;
+
procedure r_Player_DrawAll;
procedure r_Player_DrawDebug (p: TPlayer);
procedure r_Player_DrawHealth;
procedure r_Player_DrawPain (p: TPlayer);
procedure r_Player_DrawPickup (p: TPlayer);
- procedure r_Player_DrawCorpse (p: TCorpse);
-
implementation
uses
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
- r_playermodel, r_graphics, r_animations, r_textures, r_items
+ r_playermodel, r_graphics, r_animations, r_textures, r_items, r_game, r_map
;
+ var
+ PunchFrames: array [Boolean, 0..2] of DWORD;
+
+ procedure r_Player_Load;
+ begin
+ g_Frames_CreateWAD(@PunchFrames[False, 0], 'FRAMES_PUNCH', GameWAD + ':WEAPONS\PUNCH', 64, 64, 4, False);
+ g_Frames_CreateWAD(@PunchFrames[False, 1], 'FRAMES_PUNCH_UP', GameWAD + ':WEAPONS\PUNCH_UP', 64, 64, 4, False);
+ g_Frames_CreateWAD(@PunchFrames[False, 2], 'FRAMES_PUNCH_DN', GameWAD + ':WEAPONS\PUNCH_DN', 64, 64, 4, False);
+ g_Frames_CreateWAD(@PunchFrames[True, 0], 'FRAMES_PUNCH_BERSERK', GameWAD + ':WEAPONS\PUNCHB', 64, 64, 4, False);
+ g_Frames_CreateWAD(@PunchFrames[True, 1], 'FRAMES_PUNCH_BERSERK_UP', GameWAD + ':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
+ g_Frames_CreateWAD(@PunchFrames[True, 2], 'FRAMES_PUNCH_BERSERK_DN', GameWAD + ':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
+ end;
+
+ procedure r_Player_Free;
+ begin
+ g_Frames_DeleteByName('FRAMES_PUNCH');
+ g_Frames_DeleteByName('FRAMES_PUNCH_UP');
+ g_Frames_DeleteByName('FRAMES_PUNCH_DN');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
+ end;
+
procedure r_Player_DrawAll;
var i: Integer;
begin
end;
end;
+ procedure r_Player_DrawCorpse (p: TCorpse);
+ var fX, fY: Integer;
+ begin
+ if (p.State <> CORPSE_STATE_REMOVEME) and (p.Model <> nil) then
+ begin
+ p.Obj.lerp(gLerpFactor, fX, fY);
+ r_PlayerModel_Draw(p.Model, fX, fY)
+ end
+ end;
+
procedure r_Player_DrawCorpses;
var i: Integer;
begin
else
Mirror := TMirrorType.Horizontal;
- if p.PunchAnim <> nil then
+ if p.PunchAnim.enabled then
begin
- r_Animation_Draw(p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, Mirror);
- if p.PunchAnim.played then
- begin
- p.PunchAnim.Free;
- p.PunchAnim := nil;
- end;
+ if p.FKeys[KEY_DOWN].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 2]
+ else if p.FKeys[KEY_UP].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 1]
+ else ID := PunchFrames[R_BERSERK in p.FRulez, 0];
+ r_AnimationState_Draw(ID, p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, Mirror);
end;
if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
end;
-procedure r_Player_DrawCorpse (p: TCorpse);
-var
- fX, fY: Integer;
-begin
- if p.State = CORPSE_STATE_REMOVEME then
- Exit;
-
- p.Obj.lerp(gLerpFactor, fX, fY);
-
- if p.Animation <> nil then
- r_Animation_Draw(p.Animation, fX, fY, TMirrorType.None);
-
- if p.AnimationMask <> nil then
- begin
- e_Colors := p.Color;
- r_Animation_Draw(p.AnimationMask, fX, fY, TMirrorType.None);
- e_Colors.R := 255;
- e_Colors.G := 255;
- e_Colors.B := 255;
- end;
-end;
-
end.