X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=7a55bf758b8b9744c5a7883c43fbcb0659d23351;hb=d52e9d7b6bcc5c1846c82c3908a4688339e736f3;hp=c2c7d4eb8557e2aadf0a8eee1c032b245baabcdd;hpb=abed90e42988669146ac1f2ecf2f9eef74f336c1;p=d2df-sdl.git diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index c2c7d4e..7a55bf7 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -18,7 +18,7 @@ unit g_playermodel; interface - uses MAPDEF, g_textures, g_base, g_basic, g_weapons, utils; + uses MAPDEF, g_animations, g_base, g_basic, g_weapons, utils; const A_STAND = 0; @@ -56,17 +56,17 @@ const W_POS_NORMAL = 0; W_POS_UP = 1; W_POS_DOWN = 2; + W_POS_LAST = W_POS_DOWN; W_ACT_NORMAL = 0; W_ACT_FIRE = 1; + W_ACT_LAST = W_ACT_FIRE; FLAG_BASEPOINT: TDFPoint = (X:16; Y:43); type TWeaponPoints = Array [WP_FIRST + 1..WP_LAST, A_STAND..A_LAST, TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint; - TModelMatrix = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of TAnimationState; - TModelTextures = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of record Resource: String; Mask: String; @@ -92,7 +92,7 @@ type FDirection: TDirection; FColor: TRGB; FCurrentAnimation: Byte; - FAnimState: TAnimationState; + FAnimState: TAnimState; FCurrentWeapon: Byte; FFlag: Byte; FFireCounter: Byte; @@ -122,7 +122,7 @@ type public property Color: TRGB read FColor write FColor; - property AnimState: TAnimationState read FAnimState; + property AnimState: TAnimState read FAnimState; property CurrentAnimation: Byte read FCurrentAnimation; property CurrentWeapon: Byte read FCurrentWeapon; property Flag: Byte read FFlag; @@ -659,21 +659,21 @@ end; { TPlayerModel } procedure TPlayerModel.ChangeAnimation (Animation: Byte; Force: Boolean = False); - var once: Boolean; speed, count: Integer; + var loop: Boolean; speed, count: Integer; begin if not Force then if FCurrentAnimation = Animation then Exit; FCurrentAnimation := Animation; - once := FCurrentAnimation in [A_STAND, A_WALK]; + loop := FCurrentAnimation in [A_STAND, A_WALK]; speed := PlayerModelsArray[FID].ModelSpeed[FCurrentAnimation]; count := PlayerModelsArray[FID].Anim[FDirection, FCurrentAnimation].Frames; - FAnimState := TAnimationState.Create(once, speed, count); + FAnimState := TAnimState.Create(loop, speed, count); end; destructor TPlayerModel.Destroy(); begin - FAnimState.Free; + FAnimState.Invalidate; inherited; end; @@ -774,7 +774,7 @@ end; procedure TPlayerModel.Update; begin - if FAnimState <> nil then + if FAnimState.IsValid() then FAnimState.Update; if FFireCounter > 0 then Dec(FFireCounter)