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raw | patch | inline | side by side (parent: 1b388fd)
raw | patch | inline | side by side (parent: 1b388fd)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Wed, 2 Feb 2022 21:30:11 +0000 (00:30 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 9 Jun 2023 08:23:29 +0000 (11:23 +0300) |
diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 33ab113df1c2552399ef7712825c7d43040a9c2a..e81bdd4caa55ddb98fa3c877a8dacd0b4adfda5d 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
uses
SysUtils, Classes,
- MAPDEF, g_textures, g_phys, g_saveload;
+ MAPDEF, g_phys, g_saveload;
Type
PItem = ^TItem;
QuietRespawn: Boolean;
SpawnTrigger: Integer;
Obj: TObj;
- Animation: TAnimationState;
dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
NeedSend: Boolean;
if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)');
if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
it.slotIsUsed := false;
- if (it.Animation <> nil) then
- begin
- it.Animation.Free();
- it.Animation := nil;
- end;
it.alive := False;
it.SpawnTrigger := -1;
it.ItemType := ITEM_NONE;
it.slotIsUsed := false;
it.arrIdx := i;
it.ItemType := ITEM_NONE;
- it.Animation := nil;
it.alive := false;
it.SpawnTrigger := -1;
it.Respawnable := false;
procedure g_Items_Free ();
-var
- i: Integer;
begin
if (ggItems <> nil) then
- begin
- for i := 0 to High(ggItems) do ggItems[i].Animation.Free();
ggItems := nil;
- end;
freeIds.clear();
end;
it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
- it.Animation := nil;
it.SpawnTrigger := -1;
// Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
it.Obj.oldX := it.Obj.X;
it.Obj.oldY := it.Obj.Y;
- // Óñòàíîâêà àíèìàöèè
- case it.ItemType of
- ITEM_ARMOR_GREEN: it.Animation := TAnimationState.Create(True, 20, 3);
- ITEM_ARMOR_BLUE: it.Animation := TAnimationState.Create(True, 20, 3);
- ITEM_JETPACK: it.Animation := TAnimationState.Create(True, 15, 3);
- ITEM_SPHERE_BLUE: it.Animation := TAnimationState.Create(True, 15, 4);
- ITEM_SPHERE_WHITE: it.Animation := TAnimationState.Create(True, 20, 4);
- ITEM_INVUL: it.Animation := TAnimationState.Create(True, 20, 4);
- ITEM_INVIS: it.Animation := TAnimationState.Create(True, 20, 4);
- ITEM_BOTTLE: it.Animation := TAnimationState.Create(True, 20, 4);
- ITEM_HELMET: it.Animation := TAnimationState.Create(True, 20, 4);
- end;
-
it.positionChanged();
result := find_id;
QuietRespawn := false;
end;
end;
-
- if (Animation <> nil) then Animation.Update();
end;
end;
end;
index 8af7830556b35c49ba65b8a9c700357e7c25a0b6..6e02aec1ed0c9c95aed1c832ec194b6261ca3b69 100644 (file)
procedure r_AnimationState_Draw (FID: DWORD; t: TAnimationState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean);
procedure r_AnimationState_DrawEx (FID: DWORD; t: TAnimationState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt);
+ procedure r_AnimState_Draw (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean);
+ procedure r_AnimState_DrawEx (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt);
+
function g_CreateFramesImg (ia: TDynImageDataArray; ID: PDWORD; const Name: AnsiString; BackAnimation: Boolean = false): Boolean;
function g_Frames_CreateWAD (ID: PDWORD; const Name, Resource: AnsiString; mWidth, mHeight, mCount: Word; BackAnimation: Boolean=false): Boolean;
e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, angle, @rpoint, mirror)
end;
+ procedure r_AnimState_Draw (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean);
+ begin
+ if t.enabled then
+ e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, 0, nil, mirror)
+ end;
+
+ procedure r_AnimState_DrawEx (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt);
+ begin
+ if t.enabled then
+ e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, angle, @rpoint, mirror)
+ end;
+
function allocFrameSlot (): LongWord;
var
f: integer;
index a36feece8045ce386679174a99194c52353c335b..168d740e804bad69eb1aa0cb83fe64dd0aa6c2f0 100644 (file)
procedure r_Items_Free;
procedure r_Items_Draw;
procedure r_Items_DrawDrop;
-
- var
- gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
+ procedure r_Items_Update;
implementation
uses
SysUtils, Classes, Math,
r_graphics, r_animations, r_textures,
- g_base, g_basic, g_game, g_options,
+ g_base, g_basic, g_game, g_options, g_textures,
g_items
;
var
- itemFrames: Array [0..ITEM_MAX] of DWORD;
+ items: Array [0..ITEM_MAX] of record
+ id: DWORD;
+ anim: TAnimState;
+ end;
+
+ procedure LoadItem (i: Integer; name: String; w, h, delay, n: Integer; backanim: Boolean);
+ begin
+ g_Frames_CreateWAD(@items[i].id, '', GameWAD + ':TEXTURES\' + name, w, h, n, backanim);
+ if backanim then n := n * 2 - 2;
+ items[i].anim := TAnimState.Create(True, delay, n);
+ end;
procedure r_Items_Load;
+ var i: Integer;
begin
+ // i name w h d n backanim
+ LoadItem(ITEM_NONE, 'NOTEXTURE', 16, 16, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_SMALL, 'MED1', 16, 16, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_LARGE, 'MED2', 32, 32, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_BLACK, 'BMED', 32, 32, 0, 1, False);
+ LoadItem(ITEM_ARMOR_GREEN, 'ARMORGREEN', 32, 16, 20, 3, True);
+ LoadItem(ITEM_ARMOR_BLUE, 'ARMORBLUE', 32, 16, 20, 3, True);
+ LoadItem(ITEM_SPHERE_BLUE, 'SBLUE', 32, 32, 15, 4, True);
+ LoadItem(ITEM_SPHERE_WHITE, 'SWHITE', 32, 32, 20, 4, True);
+ LoadItem(ITEM_SUIT, 'SUIT', 32, 64, 0, 1, False);
+ LoadItem(ITEM_OXYGEN, 'OXYGEN', 16, 32, 0, 1, False);
+ LoadItem(ITEM_INVUL, 'INVUL', 32, 32, 20, 4, True);
+ LoadItem(ITEM_WEAPON_SAW, 'SAW', 64, 32, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SHOTGUN1, 'SHOTGUN1', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SHOTGUN2, 'SHOTGUN2', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_CHAINGUN, 'MGUN', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_ROCKETLAUNCHER, 'RLAUNCHER', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_PLASMA, 'PGUN', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_BFG, 'BFG', 64, 64, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SUPERPULEMET, 'SPULEMET', 64, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_BULLETS, 'CLIP', 16, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_BULLETS_BOX, 'AMMO', 32, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_SHELLS, 'SHELL1', 16, 8, 0, 1, False);
+ LoadItem(ITEM_AMMO_SHELLS_BOX, 'SHELL2', 32, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_ROCKET, 'ROCKET', 16, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_ROCKET_BOX, 'ROCKETS', 64, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_CELL, 'CELL', 16, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_CELL_BIG, 'CELL2', 32, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_BACKPACK, 'BPACK', 32, 32, 0, 1, False);
+ LoadItem(ITEM_KEY_RED, 'KEYR', 16, 16, 0, 1, False);
+ LoadItem(ITEM_KEY_GREEN, 'KEYG', 16, 16, 0, 1, False);
+ LoadItem(ITEM_KEY_BLUE, 'KEYB', 16, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_KASTET, 'KASTET', 64, 32, 0, 1, False);
+ LoadItem(ITEM_WEAPON_PISTOL, 'PISTOL', 64, 16, 0, 1, False);
+ LoadItem(ITEM_BOTTLE, 'BOTTLE', 64, 32, 20, 4, True);
+ LoadItem(ITEM_HELMET, 'HELMET', 64, 16, 20, 4, True);
+ LoadItem(ITEM_JETPACK, 'JETPACK', 96, 32, 15, 3, True);
+ LoadItem(ITEM_INVIS, 'INVIS', 128, 32, 20, 4, True);
+ LoadItem(ITEM_WEAPON_FLAMETHROWER, 'FLAMETHROWER', 64, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_FUELCAN, 'FUELCAN', 16, 32, 0, 1, False);
+
+ // fill with NOTEXURE forgotten item
+ for i := ITEM_AMMO_FUELCAN + 1 to ITEM_MAX do
+ LoadItem(i,'NOTEXTURE', 16, 16, 0, 1, False);
+
+ // hud
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
- //
- g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
- g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
- g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
- g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
- g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
- g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
- g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
- g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
- g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
- g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
- g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
- g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]);
- g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
- g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
- g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
- g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
- g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
- g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
- g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
- g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
- g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]);
- g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
- g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
- g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
- g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
- g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
- g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
- // Frames
- g_Frames_Get(itemFrames[ITEM_ARMOR_GREEN], 'FRAMES_ITEM_ARMORGREEN');
- g_Frames_Get(itemFrames[ITEM_ARMOR_BLUE], 'FRAMES_ITEM_ARMORBLUE');
- g_Frames_Get(itemFrames[ITEM_JETPACK], 'FRAMES_ITEM_JETPACK');
- g_Frames_Get(itemFrames[ITEM_SPHERE_BLUE], 'FRAMES_ITEM_BLUESPHERE');
- g_Frames_Get(itemFrames[ITEM_SPHERE_WHITE], 'FRAMES_ITEM_WHITESPHERE');
- g_Frames_Get(itemFrames[ITEM_INVUL], 'FRAMES_ITEM_INVUL');
- g_Frames_Get(itemFrames[ITEM_INVIS], 'FRAMES_ITEM_INVIS');
- g_Frames_Get(itemFrames[ITEM_BOTTLE], 'FRAMES_ITEM_BOTTLE');
- g_Frames_Get(itemFrames[ITEM_HELMET], 'FRAMES_ITEM_HELMET');
end;
procedure r_Items_Free;
+ var i: Integer;
begin
- g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
- g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
- g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
- g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
- g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
- g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
- g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
- g_Frames_DeleteByName('FRAMES_FLAG_RED');
- g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
- g_Frames_DeleteByName('FRAMES_FLAG_DOM');
- g_Texture_Delete('ITEM_MEDKIT_SMALL');
- g_Texture_Delete('ITEM_MEDKIT_LARGE');
- g_Texture_Delete('ITEM_WEAPON_SAW');
- g_Texture_Delete('ITEM_WEAPON_PISTOL');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
- g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
- g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
- g_Texture_Delete('ITEM_WEAPON_PLASMA');
- g_Texture_Delete('ITEM_WEAPON_BFG');
- g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
- g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
- g_Texture_Delete('ITEM_AMMO_BULLETS');
- g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
- g_Texture_Delete('ITEM_AMMO_SHELLS');
- g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
- g_Texture_Delete('ITEM_AMMO_ROCKET');
- g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
- g_Texture_Delete('ITEM_AMMO_CELL');
- g_Texture_Delete('ITEM_AMMO_CELL_BIG');
- g_Texture_Delete('ITEM_AMMO_FUELCAN');
- g_Texture_Delete('ITEM_AMMO_BACKPACK');
- g_Texture_Delete('ITEM_KEY_RED');
- g_Texture_Delete('ITEM_KEY_GREEN');
- g_Texture_Delete('ITEM_KEY_BLUE');
- g_Texture_Delete('ITEM_OXYGEN');
- g_Texture_Delete('ITEM_SUIT');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_MEDKIT_BLACK');
+ for i := 0 to ITEM_MAX do
+ g_Frames_DeleteByID(items[i].id);
end;
procedure itemsDrawInternal (dropflag: Boolean);
if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
Obj.lerp(gLerpFactor, fX, fY);
- if (Animation = nil) then
- begin
- e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false);
- end
- else if itemFrames[it.ItemType] <> 0 then
- begin
- r_AnimationState_Draw(itemFrames[it.ItemType], Animation, fX, fY, 0, TMirrorType.None, False)
- end;
+
+ r_AnimState_Draw(items[it.ItemType].id, items[it.ItemType].anim, fX, fY, 0, TMirrorType.None, False);
if g_debug_Frames then
begin
itemsDrawInternal(true);
end;
+ procedure r_Items_Update;
+ var i: Integer;
+ begin
+ for i := 0 to ITEM_MAX do
+ items[i].anim.Update;
+ end;
+
end.
index 7e047f9a1752bacee291e6cdcc33ff55726bd4ea..6204da3b78fe1c5b004b37d75c0a624f9335917a 100644 (file)
;
var
+ gItemsTexturesID: array [0..ITEM_MAX] of DWORD;
PunchFrames: array [Boolean, 0..2] of DWORD;
BulletTexture: DWORD;
ShellTexture: DWORD;
procedure r_Player_Load;
begin
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK', 32, 32, 3, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False);
+ g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1');
+ g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2');
+ g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW');
+ g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL');
+ g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
+ g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1');
+ g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2');
+ g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN');
+ g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER');
+ g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN');
+ g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG');
+ g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET');
+ g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER');
+ g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP');
+ g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO');
+ g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1');
+ g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2');
+ g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET');
+ g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS');
+ g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL');
+ g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2');
+ g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN');
+ g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK');
+ g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR');
+ g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG');
+ g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB');
+ g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN');
+ g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
+ g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
+ g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
+
+ g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
+ g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
+ g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
+ g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
+ g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
+ g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
+ g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
+ g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
+ g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
+ g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
+ g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
+ g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
+ g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
+ g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]);
+ g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
+ g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
+ g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
+ g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
+ g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
+ g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
+ g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
+ g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
+ g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]);
+ g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
+ g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
+ g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
+ g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
+ g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
+ g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
+
g_Frames_CreateWAD(@PunchFrames[False, 0], 'FRAMES_PUNCH', GameWAD + ':WEAPONS\PUNCH', 64, 64, 4, False);
g_Frames_CreateWAD(@PunchFrames[False, 1], 'FRAMES_PUNCH_UP', GameWAD + ':WEAPONS\PUNCH_UP', 64, 64, 4, False);
g_Frames_CreateWAD(@PunchFrames[False, 2], 'FRAMES_PUNCH_DN', GameWAD + ':WEAPONS\PUNCH_DN', 64, 64, 4, False);
index e20271ab8e0caad2257009e71beb7ea5a40f4f8a..363093cd5ab7cab025f451473ba406b3c362435b 100644 (file)
r_Map_Update;
r_PlayerModel_Update;
r_Console_Update;
+ r_Items_Update;
end;
procedure r_Render_Draw;