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raw | patch | inline | side by side (parent: c1152dc)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Sun, 16 Jan 2022 17:11:06 +0000 (20:11 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 9 Jun 2023 07:51:32 +0000 (10:51 +0300) |
src/game/g_playermodel.pas | patch | blob | history |
index 51dd6c0deecf8cb6215a419f96e04aef8e3af02e..34fc9e71ef620206bbe9a4eda0a0f21923294519 100644 (file)
FColor: TRGB;
FCurrentAnimation: Byte;
FAnimState: TAnimationState;
- FPainSounds: TModelSoundArray;
- FDieSounds: TModelSoundArray;
- FSlopSound: Byte;
FCurrentWeapon: Byte;
FFlag: Byte;
FFire: Boolean;
with PlayerModelsArray[a] do
begin
- Result.FPainSounds := PainSounds;
- Result.FDieSounds := DieSounds;
- Result.FSlopSound := SlopSound;
Result.FID := a;
Result.ChangeAnimation(A_STAND, True);
Break;
if SoundType = MODELSOUND_PAIN then
begin
- if FPainSounds = nil then Exit;
+ if PlayerModelsArray[FID].PainSounds = nil then Exit;
- for a := 0 to High(FPainSounds) do
- if FPainSounds[a].Level = Level then
+ for a := 0 to High(PlayerModelsArray[FID].PainSounds) do
+ if PlayerModelsArray[FID].PainSounds[a].Level = Level then
begin
- SetLength(TempArray, Length(TempArray)+1);
- TempArray[High(TempArray)] := FPainSounds[a].ID;
+ SetLength(TempArray, Length(TempArray) + 1);
+ TempArray[High(TempArray)] := PlayerModelsArray[FID].PainSounds[a].ID;
end;
end
else
begin
- if (Level in [2, 3, 5]) and (FSlopSound > 0) then
+ if (Level in [2, 3, 5]) and (PlayerModelsArray[FID].SlopSound > 0) then
begin
g_Sound_PlayExAt('SOUND_MONSTER_SLOP', X, Y);
- if FSlopSound = 1 then
+ if PlayerModelsArray[FID].SlopSound = 1 then
begin
Result := True;
Exit;
end;
end;
- if FDieSounds = nil then Exit;
+ if PlayerModelsArray[FID].DieSounds = nil then Exit;
- for a := 0 to High(FDieSounds) do
- if FDieSounds[a].Level = Level then
+ for a := 0 to High(PlayerModelsArray[FID].DieSounds) do
+ if PlayerModelsArray[FID].DieSounds[a].Level = Level then
begin
- SetLength(TempArray, Length(TempArray)+1);
- TempArray[High(TempArray)] := FDieSounds[a].ID;
+ SetLength(TempArray, Length(TempArray) + 1);
+ TempArray[High(TempArray)] := PlayerModelsArray[FID].DieSounds[a].ID;
end;
if (TempArray = nil) and (Level = 5) then
begin