index ee1c8b32a48aca7dddeb5404a3f26bb512ba0b2c..e04405795493fda75933b7d211339e470ec91ad2 100644 (file)
t := Items[it.ItemType].tex;
tex := t.GetTexture(Items[it.ItemType].frame);
r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
da := mon.GameDirection;
r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
end;
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
0, 255, 0, 255
);
end;
- if DebugHealth and mon.alive then
+ if DebugHealth and mon.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Common_DrawText(
IntToStr(mon.MonsterHealth),
r_Map_DrawPlayerModel(p.Model, x, y, alpha);
end;
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
);
end;
- if DebugHealth and p.alive then
+ if DebugHealth and p.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Common_DrawText(
IntToStr(p.health) + '/' + IntToStr(p.armor),
g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
tex := t.GetTexture(frame);
r_Draw_TextureRepeatRotate(tex, xx - ShotAnim[typ].x, yy - ShotAnim[typ].y, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
t := FlagTextures[i];
tex := t.GetTexture(FlagFrame);
r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
if gDrawBackGround and (SkyTexture <> nil) then
begin
r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
+ r_Draw_SetFilter(SkyTexture, gTextureFilter);
r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
end;