DEADSOFTWARE

gl: implement touch screen controls
[d2df-sdl.git] / src / game / opengl / r_playermodel.pas
index b62e321ca8c66f740b3b5e7755fe21d6fe4b4a3a..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
@@ -374,12 +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:
@@ -388,12 +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;