diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 92afc636f73aa29a5a0922fbc8493cb8b8b7bf28..80f38b7691245f5a45b8a80687aa63c0fb3d0cfc 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
implementation
uses
-{$IFDEF ENABLE_HOLMES}
- g_holmes,
-{$ENDIF}
- e_log, g_map, g_items, g_console, g_gfx, Math, r_playermodel, r_gfx,
+ {$IFDEF ENABLE_HOLMES}
+ g_holmes,
+ {$ENDIF}
+ {$IFNDEF HEADLESS}
+ r_render,
+ {$ENDIF}
+ e_log, g_map, g_items, g_console, g_gfx, Math,
g_options, g_triggers, g_menu, g_game, g_grid, e_res,
wadreader, g_monsters, CONFIG, g_language,
g_net, g_netmsg,
Color := fColor;
alive := True;
g_Obj_Init(@Obj);
- Obj.Rect := r_PlayerModel_GetGibRect(ModelID, GibID);
+ {$IFNDEF HEADLESS}
+ Obj.Rect := r_Render_GetGibRect(ModelID, GibID);
+ {$ELSE}
+ Obj.Rect.X := 16;
+ Obj.Rect.Y := 16;
+ Obj.Rect.Width := 16;
+ Obj.Rect.Height := 16;
+ {$ENDIF}
Obj.X := fX - Obj.Rect.X - (Obj.Rect.Width div 2);
Obj.Y := fY - Obj.Rect.Y - (Obj.Rect.Height div 2);
g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
// Анимация возрождения:
if (not gLoadGameMode) and (not Silent) then
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_TELEPORT_FAST,
FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
if not silent then
begin
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_TELEPORT_FAST,
FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
if not silent then
begin
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_TELEPORT_FAST,
FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
for i := 1 to Times do
begin
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_SMOKE_TRANS,
Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_SMOKE_WIDTH div 2),
Obj.Y+Obj.Rect.Height-4+Random(8+Times*2)
for i := 1 to Times do
begin
- r_GFX_OnceAnim(
+ g_GFX_QueueEffect(
R_GFX_FLAME,
Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_FLAME_WIDTH div 2),
Obj.Y+8+Random(8+Times*2)