X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=d0bf54b182c1657158b93f0f0c469d74222d9cfe;hb=2490c26ff92664ba96915ef1a7c6bd38c8137bda;hp=4e9cdd89354dc382ed48437bc452b2f20043cf94;hpb=92c7868df227201d6914f9f07c9a29ba0e2863cb;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 4e9cdd8..d0bf54b 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -2,8 +2,7 @@ * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -26,9 +25,8 @@ uses const BLOOD_NORMAL = 0; BLOOD_SPARKS = 1; - - ONCEANIM_NONE = 0; - ONCEANIM_SMOKE = 1; + BLOOD_CSPARKS = 2; + BLOOD_COMBINE = 3; MARK_FREE = 0; MARK_WALL = 1; @@ -43,6 +41,30 @@ const MARK_LIQUID = MARK_WATER or MARK_ACID; MARK_LIFT = MARK_LIFTDOWN or MARK_LIFTUP or MARK_LIFTLEFT or MARK_LIFTRIGHT; + R_GFX_NONE = 0; + R_GFX_TELEPORT = 1; + R_GFX_FLAME = 2; + R_GFX_EXPLODE_ROCKET = 3; + R_GFX_EXPLODE_BFG = 4; + R_GFX_BFG_HIT = 5; + R_GFX_FIRE = 6; + R_GFX_ITEM_RESPAWN = 7; + R_GFX_SMOKE = 8; + R_GFX_EXPLODE_SKELFIRE = 9; + R_GFX_EXPLODE_PLASMA = 10; + R_GFX_EXPLODE_BSPFIRE = 11; + R_GFX_EXPLODE_IMPFIRE = 12; + R_GFX_EXPLODE_CACOFIRE = 13; + R_GFX_EXPLODE_BARONFIRE = 14; + R_GFX_TELEPORT_FAST = 15; + R_GFX_SMOKE_TRANS = 16; + R_GFX_FLAME_RAND = 17; + R_GFX_LAST = 17; + + R_GFX_FLAME_WIDTH = 32; + R_GFX_FLAME_HEIGHT = 32; + R_GFX_SMOKE_WIDTH = 32; + R_GFX_SMOKE_HEIGHT = 32; procedure g_GFX_Init (); procedure g_GFX_Free (); @@ -58,13 +80,11 @@ procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte); procedure g_GFX_SetMax (count: Integer); function g_GFX_GetMax (): Integer; -procedure g_GFX_OnceAnim (X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0); - procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true); -procedure g_GFX_Update (); -procedure g_GFX_Draw (); +procedure g_GFX_QueueEffect (AnimType, X, Y: Integer); +procedure g_GFX_Update (); var gpart_dbg_enabled: Boolean = true; @@ -74,12 +94,64 @@ var //WARNING: only for Holmes! function awmIsSetHolmes (x, y: Integer): Boolean; inline; + type (* private state *) + TPartType = (Blood, Spark, Bubbles, Water); + TPartState = (Free, Normal, Stuck, Sleeping); + TFloorType = (Wall, LiquidIn, LiquidOut); + // Wall: floorY is just before floor + // LiquidIn: floorY is liquid *start* (i.e. just in a liquid) + // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid) + TEnvType = (EAir, ELiquid, EWall); // where particle is now + + // note: this MUST be record, so we can keep it in + // dynamic array and has sequential memory access pattern + PParticle = ^TParticle; + TParticle = record + x, y: Integer; + oldX, oldY: Integer; + velX, velY: Single; + accelX, accelY: Single; + state: TPartState; + particleType: TPartType; + red, green, blue: Byte; + alpha: Byte; + time, liveTime, waitTime: Word; + stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling + justSticked: Boolean; // not used + floorY: Integer; // actually, floor-1; `Unknown`: unknown + floorType: TFloorType; + env: TEnvType; // where particle is now + ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown + wallEndY: Integer; // if we stuck to a wall, this is where wall ends + + //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object` + procedure thinkerBloodAndWater (); + procedure thinkerSpark (); + procedure thinkerBubble (); + + procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown + procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown + + procedure freeze (); inline; // remove velocities and acceleration + procedure sleep (); inline; // switch to sleep mode + + function checkAirStreams (): Boolean; // `true`: affected by air stream + + function alive (): Boolean; inline; + procedure die (); inline; + procedure think (); inline; + end; + + var (* private state *) + Particles: array of TParticle = nil; implementation uses - {$INCLUDE ../nogl/noGLuses.inc} - g_map, g_panel, g_basic, Math, e_graphics, + {$IFNDEF HEADLESS} + r_render, + {$ENDIF} + g_map, g_panel, g_basic, Math, g_options, g_console, SysUtils, g_triggers, MAPDEF, g_game, g_language, g_net, utils, xprofiler; @@ -87,64 +159,7 @@ uses const Unknown = Integer($7fffffff); - -type - TPartType = (Blood, Spark, Bubbles, Water); - TPartState = (Free, Normal, Stuck, Sleeping); - TFloorType = (Wall, LiquidIn, LiquidOut); - // Wall: floorY is just before floor - // LiquidIn: floorY is liquid *start* (i.e. just in a liquid) - // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid) - TEnvType = (EAir, ELiquid, EWall); // where particle is now - - // note: this MUST be record, so we can keep it in - // dynamic array and has sequential memory access pattern - PParticle = ^TParticle; - TParticle = record - x, y: Integer; - velX, velY: Single; - accelX, accelY: Single; - state: TPartState; - particleType: TPartType; - red, green, blue: Byte; - alpha: Byte; - time, liveTime: Word; - stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling - justSticked: Boolean; // not used - floorY: Integer; // actually, floor-1; `Unknown`: unknown - floorType: TFloorType; - env: TEnvType; // where particle is now - ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown - wallEndY: Integer; // if we stuck to a wall, this is where wall ends - - //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object` - procedure thinkerBloodAndWater (); - procedure thinkerSpark (); - procedure thinkerBubble (); - - procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown - procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown - - procedure freeze (); inline; // remove velocities and acceleration - procedure sleep (); inline; // switch to sleep mode - - function checkAirStreams (): Boolean; // `true`: affected by air stream - - function alive (): Boolean; inline; - procedure die (); inline; - procedure think (); inline; - end; - - TOnceAnim = record - AnimType: Byte; - x, y: Integer; - Animation: TAnimation; - end; - - var - Particles: array of TParticle = nil; - OnceAnims: array of TOnceAnim = nil; MaxParticles: Integer = 0; CurrentParticle: Integer = 0; // awakeMap has one bit for each map grid cell; on g_Mark, @@ -159,6 +174,12 @@ var awakeMapHlm: packed array of LongWord = nil; {$ENDIF} + procedure g_GFX_QueueEffect (AnimType, X, Y: Integer); + begin + {$IFNDEF HEADLESS} + r_Render_QueueEffect(AnimType, X, Y) + {$ENDIF} + end; // ////////////////////////////////////////////////////////////////////////// // function awmIsSetHolmes (x, y: Integer): Boolean; inline; @@ -332,31 +353,38 @@ end; function TParticle.checkAirStreams (): Boolean; var pan: TPanel; + r: Integer; begin pan := g_Map_PanelAtPoint(x, y, GridTagLift); - result := (pan <> nil); + result := (pan <> nil) and WordBool(pan.PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT)); + r := Random(3); if result then begin - if ((pan.PanelType and PANEL_LIFTUP) <> 0) then - begin - if (velY > -4-Random(3)) then velY -= 0.8; - if (abs(velX) > 0.1) then velX -= velX/10.0; - velX += (Random-Random)*0.2; - accelY := 0.15; - end - else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then - begin - if (velX > -8-Random(3)) then velX -= 0.8; - accelY := 0.15; - end - else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then - begin - if (velX < 8+Random(3)) then velX += 0.8; - accelY := 0.15; - end - else - begin - result := false; + case pan.LiftType of + LIFTTYPE_UP: + begin + if (velY > -1-r) then velY -= 0.8; + if (abs(velX) > 0.1) then velX -= velX/10.0; + velX += (Random-Random)*0.2; + accelY := 0.15; + end; + LIFTTYPE_DOWN: + begin + if (velY < 1+r) then velY += 0.8; + accelY := 0.15; + end; + LIFTTYPE_LEFT: + begin + if (velX > -8-r) then velX -= (8+r) div 2; + accelY := 0.15; + end; + LIFTTYPE_RIGHT: + begin + if (velX < 8+r) then velX += (8+r) div 2; + accelY := 0.15; + end; + else + result := false; end; // awake if result and (state = TPartState.Sleeping) then state := TPartState.Normal; @@ -448,7 +476,7 @@ var ex: Integer; begin if (not force) and (ceilingY <> Unknown) then exit; - if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagObstacle, @ex, @ceilingY)) then + if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then begin ceilingY := g_Map_MinY-2; end; @@ -492,6 +520,8 @@ procedure TParticle.think (); inline; end; begin + oldx := x; + oldy := y; // awake sleeping particle, if necessary if awakeDirty then begin @@ -590,7 +620,7 @@ var pan: TPanel; dx, dy: SmallInt; ex, ey: Integer; - checkEnv: Boolean; + checkEnv, inAir, inStep: Boolean; floorJustTraced: Boolean; {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)} oldFloorY: Integer; @@ -686,7 +716,7 @@ begin dx := round(velX); dy := round(velY); - if (state = TPartState.Normal) then checkAirStreams(); + inAir := checkAirStreams(); // gravity, if not stuck if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then @@ -734,7 +764,24 @@ begin if (dx <> 0) then begin // has some horizontal velocity - pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagObstacle, @ex, @ey); + inStep := False; + pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagSolid, @ex, @ey); + if (pan = nil) and (dy >= 0) then + begin + // do not stuck inside step + if g_Map_traceToNearest(x, y, x, y, GridTagStep, nil, nil) = nil then + // check for step panel below + pan := g_Map_traceToNearest(x, y, x, y+dy, GridTagStep, nil, @ey); + inStep := pan <> nil; + if inStep then + begin + // stick to panel edges + if ex < pan.X then + ex := pan.X + else if ex > pan.X + pan.Width - 1 then + ex := pan.X + pan.Width - 1; + end; + end; checkEnv := (x <> ex); x := ex; y := ey; @@ -748,19 +795,24 @@ begin end; if (pan <> nil) then begin - // we stuck - // the only case when we can have both ceiling and wall is corner; stick to wall in this case - // check if we stuck to a wall - if (dx < 0) then dx := -1 else dx := 1; - if (g_Map_PanelAtPoint(x+dx, y, GridTagObstacle) <> nil) then - begin - // stuck to a wall - stickToWall(dx); - end + if inStep then + stickToWall(dx) else begin - // stuck to a ceiling - stickToCeiling(); + // we stuck + // the only case when we can have both ceiling and wall is corner; stick to wall in this case + // check if we stuck to a wall + if (dx < 0) then dx := -1 else dx := 1; + if (g_Map_PanelAtPoint(x+dx, y, GridTagSolid) <> nil) then + begin + // stuck to a wall + stickToWall(dx); + end + else + begin + // stuck to a ceiling + stickToCeiling(); + end; end; end; end @@ -811,7 +863,7 @@ begin if (y <> floorY) then continue; end; // environment didn't changed - hitAFloor(); + if not inAir then hitAFloor(); break; // done with vertical movement end; TFloorType.LiquidIn: // entering the liquid @@ -829,7 +881,7 @@ begin findFloor(true); // force rescan if (floorType = TFloorType.Wall) and (floorY = y) then begin - hitAFloor(); + if not inAir then hitAFloor(); break; // done with vertical movement end; end; @@ -864,7 +916,10 @@ _done: begin if (env = TEnvType.ELiquid) then begin - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; if (liveTime <= 0) then begin die(); exit; end; ex := 255-trunc(255.0*time/liveTime); if (ex <= 10) then begin die(); exit; end; @@ -876,7 +931,10 @@ _done: begin // water will disappear in any liquid if (env = TEnvType.ELiquid) then begin die(); exit; end; - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; // dry water if (liveTime <= 0) then begin die(); exit; end; ex := 255-trunc(255.0*time/liveTime); @@ -921,6 +979,11 @@ begin begin g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY); exit; + end + else if (kind = BLOOD_CSPARKS) OR (kind = BLOOD_COMBINE) then + begin + g_GFX_SparkVel(fX, fY, count, -vx div 2, -vy div 2, devX, devY); + if kind <> BLOOD_COMBINE then exit end; l := Length(Particles); @@ -938,16 +1001,18 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; // in what environment we are starting in? - pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); if (pan <> nil) then begin // either in a wall, or in a liquid - if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls + if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls env := TEnvType.ELiquid; end else @@ -977,6 +1042,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 120+Random(40); + waitTime := 20; floorY := Unknown; ceilingY := Unknown; end; @@ -1035,6 +1101,9 @@ begin accelY := 0.8; end; + oldx := x; + oldy := y; + // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; @@ -1103,6 +1172,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 60+Random(60); + waitTime := 120; floorY := Unknown; ceilingY := Unknown; end; @@ -1141,7 +1211,10 @@ begin if (velY > -4) then velY += accelY; - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -1173,6 +1246,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; @@ -1216,6 +1291,7 @@ begin particleType := TPartType.Bubbles; time := 0; liveTime := 65535; + waitTime := 0; end; if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; @@ -1250,7 +1326,7 @@ begin if (dx <> 0) then begin // has some horizontal velocity - pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagObstacle or GridTagLiquid), @ex, @ey); + pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagSolid or GridTagLiquid), @ex, @ey); if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet x := ex; y := ey; @@ -1309,7 +1385,10 @@ _done: //writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY); - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -1338,16 +1417,18 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; // in what environment we are starting in? - pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); if (pan <> nil) then begin // either in a wall, or in a liquid - //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls + //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls //env := TEnvType.ELiquid; continue; end @@ -1376,6 +1457,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1419,16 +1501,18 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; // in what environment we are starting in? - pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); if (pan <> nil) then begin // either in a wall, or in a liquid - //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls + //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls //env := TEnvType.ELiquid; continue; end @@ -1451,6 +1535,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1479,51 +1564,6 @@ begin result := MaxParticles; end; - -function FindOnceAnim (): DWORD; -var - i: Integer; -begin - if OnceAnims <> nil then - for i := 0 to High(OnceAnims) do - if OnceAnims[i].Animation = nil then - begin - Result := i; - Exit; - end; - - if OnceAnims = nil then - begin - SetLength(OnceAnims, 16); - Result := 0; - end - else - begin - Result := High(OnceAnims) + 1; - SetLength(OnceAnims, Length(OnceAnims) + 16); - end; -end; - - -procedure g_GFX_OnceAnim (x, y: Integer; Anim: TAnimation; AnimType: Byte = 0); -var - find_id: DWORD; -begin - if not gpart_dbg_enabled then exit; - - if (Anim = nil) then exit; - - find_id := FindOnceAnim(); - - OnceAnims[find_id].AnimType := AnimType; - OnceAnims[find_id].Animation := TAnimation.Create(Anim.FramesID, Anim.Loop, Anim.Speed); - OnceAnims[find_id].Animation.Blending := Anim.Blending; - OnceAnims[find_id].Animation.alpha := Anim.alpha; - OnceAnims[find_id].x := x; - OnceAnims[find_id].y := y; -end; - - // ////////////////////////////////////////////////////////////////////////// // procedure g_GFX_Init (); begin @@ -1546,12 +1586,6 @@ begin for a := 0 to High(Particles) do Particles[a].die(); CurrentParticle := 0; - if (OnceAnims <> nil) then - begin - for a := 0 to High(OnceAnims) do OnceAnims[a].Animation.Free(); - OnceAnims := nil; - end; - awakeMap := nil; // why not? awakeMapH := -1; @@ -1591,123 +1625,6 @@ begin // clear awake map awmClear(); - - if OnceAnims <> nil then - begin - for a := 0 to High(OnceAnims) do - if OnceAnims[a].Animation <> nil then - begin - case OnceAnims[a].AnimType of - ONCEANIM_SMOKE: - begin - if Random(3) = 0 then - OnceAnims[a].x := OnceAnims[a].x-1+Random(3); - if Random(2) = 0 then - OnceAnims[a].y := OnceAnims[a].y-Random(2); - end; - end; - - if OnceAnims[a].Animation.Played then - begin - OnceAnims[a].Animation.Free(); - OnceAnims[a].Animation := nil; - end - else - OnceAnims[a].Animation.Update(); - end; - end; -end; - - -procedure g_GFX_Draw (); - var - a, len: Integer; -{$IFDEF USE_NANOGL} - type - Vertex = record - x, y: GLfloat; - r, g, b, a: GLfloat; - end; - var - count: Integer; - v: array of Vertex; -{$ENDIF} -begin - if not gpart_dbg_enabled then exit; - - if (Particles <> nil) then - begin - glDisable(GL_TEXTURE_2D); - if (g_dbg_scale < 0.6) then glPointSize(1) - else if (g_dbg_scale > 1.3) then glPointSize(g_dbg_scale+1) - else glPointSize(2); - glDisable(GL_POINT_SMOOTH); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - -{$IFDEF USE_NANOGL} - count := 0; - SetLength(v, Length(Particles)); - for a := 0 to High(Particles) do - begin - with Particles[a] do - begin - if alive and (x >= sX) and (y >= sY) and (x <= sX + sWidth) and (sY <= sY + sHeight) then - begin - v[count].x := x + 0.37; - v[count].y := y + 0.37; - v[count].r := red / 255; - v[count].g := green / 255; - v[count].b := blue / 255; - v[count].a := alpha / 255; - Inc(count); - end; - end; - end; - - glVertexPointer(2, GL_FLOAT, SizeOf(Vertex), @v[0].x); - glColorPointer(4, GL_FLOAT, SizeOf(Vertex), @v[0].r); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDrawArrays(GL_POINTS, 0, count); -{$ELSE} - glBegin(GL_POINTS); - - len := High(Particles); - for a := 0 to len do - begin - with Particles[a] do - begin - if not alive then continue; - if (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then - begin - glColor4ub(red, green, blue, alpha); - glVertex2f(x+0.37, y+0.37); - end; - end; - end; - - glEnd(); -{$ENDIF} - - glDisable(GL_BLEND); - end; - - if (OnceAnims <> nil) then - begin - len := High(OnceAnims); - for a := 0 to len do - begin - if (OnceAnims[a].Animation <> nil) then - begin - with OnceAnims[a] do Animation.Draw(x, y, TMirrorType.None); - end; - end; - end; end; - end.