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raw | patch | inline | side by side (parent: 9f8a16f)
raw | patch | inline | side by side (parent: 9f8a16f)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Mon, 6 Jun 2022 17:12:05 +0000 (20:12 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 9 Jun 2023 08:39:09 +0000 (11:39 +0300) |
src/game/renders/opengl/r_map.pas | patch | blob | history |
index 60f1ee62e66605d3bd441719db1e02cdc075ecaa..695195d3548efc03e6bc15818aeabd39007fd4bf 100644 (file)
end;
procedure r_Map_Free;
- var i, j: Integer; d: TDirection;
+ var i, j, k: Integer; d: TDirection;
begin
+ for i := 1 to WP_LAST do
+ begin
+ for j := 0 to W_POS_LAST do
+ begin
+ for k := 0 to W_ACT_LAST do
+ begin
+ if WeapTextures[i, j, k] <> nil then
+ WeapTextures[i, j, k].Free;
+ WeapTextures[i, j, k] := nil;
+ end;
+ end;
+ end;
for i := MONSTER_DEMON to MONSTER_MAN do
begin
for j := 0 to ANIM_LAST do
a := pm.CurrentAnimation;
d := pm.Direction;
// TODO draw flag
- if PlayerModelsArray[pm.id].HaveWeapon and not (pm.CurrentAnimation in [A_DIE1, A_DIE2, A_PAIN]) then
+ if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
begin
case a of
A_SEEUP, A_ATTACKUP: pos := W_POS_UP;