DEADSOFTWARE

render: use TAnimationState instead of TAnimation
[d2df-sdl.git] / src / game / g_map.pas
index 7ec904be0437189e8670f3079ed3a3ff8481c4e5..026ef9bfc35760de0b8ae1fcf6d202b471429967 100644 (file)
@@ -242,13 +242,15 @@ type
 var
   mapGrid: TPanelGrid = nil; // DO NOT USE! public for debugging only!
 
+var (* private state *)
+  Textures: TLevelTextureArray = nil;
 
 implementation
 
 uses
-  e_input, g_main, e_log, e_res, g_items, g_gfx, g_console,
+  e_input, e_log, e_res, g_items, g_gfx, g_console,
   g_weapons, g_game, g_sound, e_sound, CONFIG,
-  g_options, g_triggers, g_player,
+  g_options, g_triggers, g_player, r_textures, r_animations,
   Math, g_monsters, g_saveload, g_language, g_netmsg,
   sfs, xstreams, hashtable, wadreader,
   ImagingTypes, Imaging, ImagingUtility,
@@ -523,7 +525,6 @@ begin
 end;
 
 var
-  Textures: TLevelTextureArray = nil;
   TextNameHash: THashStrInt = nil; // key: texture name; value: index in `Textures`
   BadTextNameHash: THashStrInt = nil; // set; so we won't spam with non-existing texture messages
   RespawnPoints: array of TRespawnPoint;