DEADSOFTWARE

gl: add cvar r_gl_maxtexsize
[d2df-sdl.git] / src / game / opengl / r_playermodel.pas
index cc10d127d89fb67e0a73a1e191771e8328b3e842..aefbabbb9144cca15a9bf7a6a16fb91aaf61b59d 100644 (file)
@@ -41,7 +41,7 @@ implementation
     MAPDEF, utils, e_log, wadreader,
     ImagingTypes, Imaging, ImagingUtility,
     r_graphics, g_options, r_animations, r_textures,
-    g_basic, g_map, g_weapons, g_textures, g_player, g_phys, g_game
+    g_basic, g_map, g_weapons, g_animations, g_player, g_phys, g_game
   ;
 
   const
@@ -68,7 +68,7 @@ implementation
     end;
     RedFlagFrames: DWORD;
     BlueFlagFrames: DWORD;
-    FlagAnimState: TAnimationState;
+    FlagAnimState: TAnimState;
 
 {$IFDEF ENABLE_GIBS}
   function r_PlayerModel_GetGibRect (m, id: Integer): TRectWH;
@@ -79,13 +79,12 @@ implementation
 
   procedure r_PlayerModel_Initialize;
   begin
-    FlagAnimState := TAnimationState.Create(True, 8, 5);
+    FlagAnimState := TAnimState.Create(True, 8, 5);
   end;
 
   procedure r_PlayerModel_Finalize;
   begin
-    FlagAnimState.Free;
-    FlagAnimState := nil;
+    FlagAnimState.Invalidate;
   end;
 
   procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer);
@@ -325,7 +324,7 @@ begin
     fa := PlayerModelsArray[pm.id].FlagAngle;
     p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X);
     p.Y := FLAG_BASEPOINT.Y;
-    r_AnimationState_DrawEx(
+    r_AnimState_DrawEx(
       FramesID,
       FlagAnimState,
       X + IfThen(pm.Direction = TDirection.D_LEFT, fp.X - 1, 2 * FLAG_BASEPOINT.X - fp.X + 1) - FLAG_BASEPOINT.X,
@@ -375,12 +374,12 @@ begin
   if (pm.Direction = TDirection.D_LEFT) and (Models[pm.id].Frames[TDirection.D_LEFT, pm.CurrentAnimation].base <> 0) then
   begin
     FramesID := Models[pm.id].Frames[TDirection.D_LEFT, pm.CurrentAnimation].base;
-    r_AnimationState_Draw(FramesID, pm.AnimState, X, Y, Alpha, TMirrorType.None, False);
+    r_AnimState_Draw(FramesID, pm.AnimState, X, Y, Alpha, TMirrorType.None, False);
   end
   else
   begin
     FramesID := Models[pm.id].Frames[TDirection.D_RIGHT, pm.CurrentAnimation].base;
-    r_AnimationState_Draw(FramesID, pm.AnimState, X, Y, Alpha, Mirror, False);
+    r_AnimState_Draw(FramesID, pm.AnimState, X, Y, Alpha, Mirror, False);
   end;
 
 // Маска модели:
@@ -389,12 +388,12 @@ begin
   if (pm.Direction = TDirection.D_LEFT) and (Models[pm.id].Frames[TDirection.D_LEFT, pm.CurrentAnimation].mask <> 0) then
   begin
     FramesID := Models[pm.id].Frames[TDirection.D_LEFT, pm.CurrentAnimation].mask;
-    r_AnimationState_Draw(FramesID, pm.AnimState, X, Y, Alpha, TMirrorType.None, False);
+    r_AnimState_Draw(FramesID, pm.AnimState, X, Y, Alpha, TMirrorType.None, False);
   end
   else
   begin
     FramesID := Models[pm.id].Frames[TDirection.D_RIGHT, pm.CurrentAnimation].mask;
-    r_AnimationState_Draw(FramesID, pm.AnimState, X, Y, Alpha, Mirror, False);
+    r_AnimState_Draw(FramesID, pm.AnimState, X, Y, Alpha, Mirror, False);
   end;
 
   e_Colors.R := 255;