index e3b99d263a6a3fa08f82f279563fa7f14c53fb98..df1b4acfff22c5e1aaf7f64599bdb9f007e0ce59 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
implementation
uses
- e_log, g_sound, g_gfx, g_player, g_game, r_textures, r_animations, r_gfx,
+ {$IFDEF ENABLE_MENU}
+ g_menu,
+ {$ENDIF}
+ e_log, g_sound, g_gfx, g_player, g_game,
g_weapons, g_triggers, g_items, g_options,
- g_console, g_map, Math, g_menu, wadreader,
+ g_console, g_map, Math, wadreader,
g_language, g_netmsg, idpool, utils, xstreams;
FAnim[a, TDirection.D_LEFT] := TAnimationState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
end;
if MonsterType = MONSTER_VILE then
- vilefire := TAnimationState.Create(True, 2, 0); // !!! len
+ vilefire := TAnimationState.Create(True, 2, 8);
end;
function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
if not silent then
begin
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_TELEPORT,
FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
// Эффект телепорта в точке назначения:
if not silent then
begin
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_TELEPORT,
FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
anim := (vilefire <> nil);
utils.writeBool(st, anim);
// Если есть - сохраняем:
- if anim then vilefire.SaveState(st);
+ if anim then vilefire.SaveState(st, 0, False);
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
begin
anim := (FAnim[i, TDirection.D_LEFT] <> nil);
utils.writeBool(st, anim);
// Если есть - сохраняем
- if anim then FAnim[i, TDirection.D_LEFT].SaveState(st);
+ if anim then FAnim[i, TDirection.D_LEFT].SaveState(st, 0, False);
// Есть ли правая анимация
anim := (FAnim[i, TDirection.D_RIGHT] <> nil);
utils.writeBool(st, anim);
// Если есть - сохраняем
- if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st);
+ if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st, 0, False);
end;
end;
procedure TMonster.LoadState (st: TStream);
var
i: Integer;
- b: Byte;
- anim: Boolean;
+ b, alpha: Byte;
+ anim, blending: Boolean;
begin
assert(st <> nil);
if anim then
begin
Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
- vilefire.LoadState(st);
+ vilefire.LoadState(st, alpha, blending);
end;
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
if anim then
begin
Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
- FAnim[i, TDirection.D_LEFT].LoadState(st);
+ FAnim[i, TDirection.D_LEFT].LoadState(st, alpha, blending);
end;
// Есть ли правая анимация
anim := utils.readBool(st);
if anim then
begin
Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
- FAnim[i, TDirection.D_RIGHT].LoadState(st);
+ FAnim[i, TDirection.D_RIGHT].LoadState(st, alpha, blending);
end;
end;
end;
begin
x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
- r_GFX_OnceAnim(R_GFX_FLAME, x, y);
+ g_GFX_QueueEffect(R_GFX_FLAME, x, y);
end;
end;