DEADSOFTWARE

render: player punch TAnimation -> TAnimationState
[d2df-sdl.git] / src / game / g_game.pas
index 325179744cf8228d7ab254f08722a8d77317e1eb..539cf2c25f46a691ce730a68d9ffa80edd4f7a6b 100644 (file)
@@ -439,7 +439,7 @@ uses
 {$IFDEF ENABLE_HOLMES}
   g_holmes,
 {$ENDIF}
-  e_res, g_window, g_menu, r_render, r_textures, r_animations, r_gfx,
+  e_res, g_window, g_menu, r_render, r_textures, r_animations, r_gfx, r_map,
   e_input, e_log, g_console, r_console, g_items, g_map, g_panel,
   g_playermodel, g_gfx, g_options, Math,
   g_triggers, g_monsters, e_sound, CONFIG,
@@ -2472,12 +2472,6 @@ begin
     end;
   end;
 
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH', GameWAD+':WEAPONS\PUNCH', 64, 64, 4, False);
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_UP', GameWAD+':WEAPONS\PUNCH_UP', 64, 64, 4, False);
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_DN', GameWAD+':WEAPONS\PUNCH_DN', 64, 64, 4, False);
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK', GameWAD+':WEAPONS\PUNCHB', 64, 64, 4, False);
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_UP', GameWAD+':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
-  g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
   g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
   g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
   g_Sound_CreateWADEx('SOUND_GAME_SECRET', GameWAD+':SOUNDS\SECRET');
@@ -2614,12 +2608,6 @@ begin
   g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_D');
   g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
   g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
-  g_Frames_DeleteByName('FRAMES_PUNCH');
-  g_Frames_DeleteByName('FRAMES_PUNCH_UP');
-  g_Frames_DeleteByName('FRAMES_PUNCH_DN');
-  g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
-  g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
-  g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
   g_Sound_Delete('SOUND_GAME_TELEPORT');
   g_Sound_Delete('SOUND_GAME_NOTELEPORT');
   g_Sound_Delete('SOUND_GAME_SECRET');
@@ -3472,6 +3460,7 @@ begin
   begin
     //result := g_Map_Load(gGameSettings.WAD + ':\' + ResName);
     result := g_Map_Load(NewWAD+':\'+ResName);
+    r_Map_LoadTextures;
   end;
   if Result then
     begin