index b62e321ca8c66f740b3b5e7755fe21d6fe4b4a3a..aefbabbb9144cca15a9bf7a6a16fb91aaf61b59d 100644 (file)
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
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:
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;