diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 1fdad22a2b4d79b10e859fc9f773bb638b3414f5..da87a4a0bdb417fbe47d265c6c92c3bd47104478 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
implementation
uses
- Math, ENet, e_input, e_log, g_base, g_basic, r_animations, r_gfx,
+ Math, ENet, e_input, e_log, g_base, g_basic,
g_textures, g_gfx, g_sound, g_console, g_options,
g_game, g_player, g_map, g_panel, g_items, g_weapons, g_phys, g_gui,
g_language, g_monsters, g_netmaster, utils, wadreader, MAPDEF;
NET_GFX_TELE:
begin
- r_GFX_OnceAnim(R_GFX_TELEPORT_FAST, X, Y);
+ g_GFX_QueueEffect(R_GFX_TELEPORT_FAST, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
end;
NET_GFX_EXPLODE:
begin
- r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, X - 64, Y - 64);
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, X - 64, Y - 64);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', X, Y);
end;
NET_GFX_BFGEXPL:
begin
- r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, X - 64, Y - 64);
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, X - 64, Y - 64);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', X, Y);
end;
NET_GFX_BFGHIT:
begin
- r_GFX_OnceAnim(R_GFX_BFG_HIT, X - 32, Y - 32);
+ g_GFX_QueueEffect(R_GFX_BFG_HIT, X - 32, Y - 32);
end;
NET_GFX_FIRE:
begin
- r_GFX_OnceAnim(R_GFX_FIRE, X, Y);
+ g_GFX_QueueEffect(R_GFX_FIRE, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_FIRE', X, Y);
end;
NET_GFX_RESPAWN:
begin
- r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X, Y);
+ g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
end;
if not Quiet then
begin
g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
- r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16);
+ g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16);
end;
end;