index 992d8687a3194d9c15d5dc17b98f7773001117d7..f27043e12a0cb26addf19793eddde58ad44bb6ba 100644 (file)
end;
function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
- // var c: Integer;
+ var w: Integer;
begin
t := nil; dx := 0; dy := 0; flip := false;
result := MonTextures[m, a, d] <> nil;
end;
if flip then
begin
-// c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
-// dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
- dx := -dx;
+ if (m = MONSTER_SOUL) and (a = ANIM_DIE) then w := 64 else w := 0;
+ dx := -dx - w;
end;
end;
end;
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
- var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
+ var m, a, xx, yy, dx, dy: Integer; d, da: TDirection; flip: Boolean; t: TGLMultiTexture;
begin
m := mon.MonsterType;
a := mon.MonsterAnim;
d := mon.GameDirection;
+ (* hack: barrel tracks player, fix it in game logic *)
+ if m = MONSTER_BARREL then d := TDirection.D_LEFT;
+
r_Common_GetObjectPos(mon.obj, xx, yy);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
begin
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ 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
begin