DEADSOFTWARE

game: disable shells for server
[d2df-sdl.git] / src / game / g_player.pas
index 070ca331c1097a5e15336a2bb88c8d1b7a9410f2..aab6b385b7658f3650a1880468bea002a799d92e 100644 (file)
@@ -23,7 +23,7 @@ uses
   {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
   g_base, g_playermodel, g_basic, g_textures,
   g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
-  g_panel, r_playermodel;
+  g_panel;
 
 const
   KEY_LEFT       = 1;
@@ -74,10 +74,6 @@ const
   TEAM_BLUE         = 2;
   TEAM_COOP         = 3;
 
-  SHELL_BULLET      = 0;
-  SHELL_SHELL       = 1;
-  SHELL_DBLSHELL    = 2;
-
   ANGLE_NONE        = Low(SmallInt);
 
   CORPSE_STATE_REMOVEME = 0;
@@ -201,8 +197,10 @@ type
     FIncCamOld:      Integer;
     FIncCam:         Integer;
     FSlopeOld:       Integer;
-    FShellTimer:     Integer;
-    FShellType:      Byte;
+    {$IFDEF ENABLE_SHELLS}
+      FShellTimer:     Integer;
+      FShellType:      Byte;
+    {$ENDIF}
     FSawSound:       TPlayableSound;
     FSawSoundIdle:   TPlayableSound;
     FSawSoundHit:    TPlayableSound;
@@ -501,37 +499,6 @@ type
     procedure   LoadState (st: TStream); override;
   end;
 
-  PGib = ^TGib;
-  TGib = record
-    alive:    Boolean;
-    RAngle:   Integer;
-    Color:    TRGB;
-    Obj:      TObj;
-
-    ModelID: Integer;
-    GibID: Integer;
-
-    procedure getMapBox (out x, y, w, h: Integer); inline;
-    procedure moveBy (dx, dy: Integer); inline;
-
-    procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
-  end;
-
-
-  PShell = ^TShell;
-  TShell = record
-    alive:    Boolean;
-    SType:    Byte;
-    RAngle:   Integer;
-    Timeout:  Cardinal;
-    Obj:      TObj;
-
-    procedure getMapBox (out x, y, w, h: Integer); inline;
-    procedure moveBy (dx, dy: Integer); inline;
-
-    procedure positionChanged ();  inline; //WARNING! call this after entity position was changed, or coldet will not work right!
-  end;
-
   TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
   private
     FMess:          Boolean;
@@ -570,8 +537,6 @@ type
 var
   gPlayers: Array of TPlayer;
   gCorpses: Array of TCorpse;
-  gGibs: Array of TGib;
-  gShells: Array of TShell;
   gTeamStat: TTeamStat;
   gFly: Boolean = False;
   gAimLine: Boolean = False;
@@ -583,16 +548,11 @@ var
   gSpectLatchPID2: Word = 0;
   MAX_RUNVEL: Integer = 8;
   VEL_JUMP: Integer = 10;
-  SHELL_TIMEOUT: Cardinal = 60000;
 
 function  Lerp(X, Y, Factor: Integer): Integer;
 
-procedure g_Gibs_SetMax(Count: Word);
-function  g_Gibs_GetMax(): Word;
 procedure g_Corpses_SetMax(Count: Word);
 function  g_Corpses_GetMax(): Word;
-procedure g_Shells_SetMax(Count: Word);
-function  g_Shells_GetMax(): Word;
 
 procedure g_Player_Init();
 procedure g_Player_Free();
@@ -609,8 +569,6 @@ function  g_Player_GetCount(): Byte;
 function  g_Player_GetStats(): TPlayerStatArray;
 function  g_Player_ValidName(Name: String): Boolean;
 function  g_Player_CreateCorpse(Player: TPlayer): Integer;
-procedure g_Player_CreateGibs (fX, fY, mid: Integer; fColor: TRGB);
-procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
 procedure g_Player_UpdatePhysicalObjects();
 procedure g_Player_RemoveAllCorpses();
 procedure g_Player_Corpses_SaveState (st: TStream);
@@ -624,11 +582,26 @@ procedure g_Bot_RemoveAll();
 implementation
 
 uses
-{$IFDEF ENABLE_HOLMES}
-  g_holmes,
-{$ENDIF}
-  e_log, g_map, g_items, g_console, g_gfx, Math, r_textures, r_animations, r_gfx,
-  g_options, g_triggers, g_menu, g_game, g_grid, e_res,
+  {$IFDEF ENABLE_HOLMES}
+    g_holmes,
+  {$ENDIF}
+  {$IFDEF ENABLE_MENU}
+    g_menu,
+  {$ENDIF}
+  {$IFNDEF HEADLESS}
+    r_render,
+  {$ENDIF}
+  {$IFDEF ENABLE_GFX}
+    g_gfx,
+  {$ENDIF}
+  {$IFDEF ENABLE_GIBS}
+    g_gibs,
+  {$ENDIF}
+  {$IFDEF ENABLE_SHELLS}
+    g_shells,
+  {$ENDIF}
+  e_log, g_map, g_items, g_console, Math,
+  g_options, g_triggers, g_game, g_grid, e_res,
   wadreader, g_monsters, CONFIG, g_language,
   g_net, g_netmsg,
   utils, xstreams;
@@ -700,11 +673,7 @@ const
   BOTLIST_FILENAME = 'botlist.txt';
 
 var
-  MaxGibs: Word = 150;
   MaxCorpses: Word = 20;
-  MaxShells: Word = 300;
-  CurrentGib: Integer = 0;
-  CurrentShell: Integer = 0;
   BotNames: Array of String;
   BotList: Array of TBotProfile;
   SavedStates: Array of TPlayerSavedState;
@@ -730,35 +699,6 @@ begin
   Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
 end;
 
-procedure g_Gibs_SetMax(Count: Word);
-begin
-  MaxGibs := Count;
-  SetLength(gGibs, Count);
-
-  if CurrentGib >= Count then
-    CurrentGib := 0;
-end;
-
-function g_Gibs_GetMax(): Word;
-begin
-  Result := MaxGibs;
-end;
-
-procedure g_Shells_SetMax(Count: Word);
-begin
-  MaxShells := Count;
-  SetLength(gShells, Count);
-
-  if CurrentShell >= Count then
-    CurrentShell := 0;
-end;
-
-function g_Shells_GetMax(): Word;
-begin
-  Result := MaxShells;
-end;
-
-
 procedure g_Corpses_SetMax(Count: Word);
 begin
   MaxCorpses := Count;
@@ -1544,7 +1484,13 @@ begin
 
   with Player do
   begin
-    if (FHealth >= -50) or (gGibsCount = 0) then
+{$IFDEF ENABLE_GIBS}
+      if (FHealth < -50) and (gGibsCount > 0) then
+      begin
+        g_Gibs_Create(FObj.X + PLAYER_RECT_CX, FObj.Y + PLAYER_RECT_CY, FModel.id, FModel.Color);
+      end
+      else
+{$ENDIF}
       begin
         if (gCorpses = nil) or (Length(gCorpses) = 0) then
           Exit;
@@ -1568,147 +1514,12 @@ begin
 
         Result := find_id;
       end
-    else
-      g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, FObj.Y + PLAYER_RECT_CY, FModel.id, FModel.Color);
   end;
 end;
 
-procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
-begin
-  if (gShells = nil) or (Length(gShells) = 0) then
-    Exit;
-
-  with gShells[CurrentShell] do
-  begin
-    g_Obj_Init(@Obj);
-    Obj.Rect.X := 0;
-    Obj.Rect.Y := 0;
-    if T = SHELL_BULLET then
-    begin
-      Obj.Rect.Width := 4;
-      Obj.Rect.Height := 2;
-    end
-    else
-    begin
-      Obj.Rect.Width := 7;
-      Obj.Rect.Height := 3;
-    end;
-    SType := T;
-    alive := True;
-    Obj.X := fX;
-    Obj.Y := fY;
-    g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
-    positionChanged(); // this updates spatial accelerators
-    RAngle := Random(360);
-    Timeout := gTime + SHELL_TIMEOUT;
-
-    if CurrentShell >= High(gShells) then
-      CurrentShell := 0
-    else
-      Inc(CurrentShell);
-  end;
-end;
-
-procedure g_Player_CreateGibs (fX, fY, mid: Integer; fColor: TRGB);
-var
-  a: Integer;
-  GibsArray: TGibsArray;
-  Blood: TModelBlood;
-begin
-  if mid = -1 then
-    Exit;
-  if (gGibs = nil) or (Length(gGibs) = 0) then
-    Exit;
-  if not g_PlayerModel_GetGibs(mid, GibsArray) then
-    Exit;
-  Blood := PlayerModelsArray[mid].Blood;
-
-  for a := 0 to High(GibsArray) do
-    with gGibs[CurrentGib] do
-    begin
-      ModelID := mid;
-      GibID := GibsArray[a];
-      Color := fColor;
-      alive := True;
-      g_Obj_Init(@Obj);
-      Obj.Rect := r_PlayerModel_GetGibRect(ModelID, GibID);
-      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));
-      positionChanged(); // this updates spatial accelerators
-      RAngle := Random(360);
-
-      if gBloodCount > 0 then
-        g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
-                    Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
-
-      if CurrentGib >= High(gGibs) then
-        CurrentGib := 0
-      else
-        Inc(CurrentGib);
-    end;
-end;
-
 procedure g_Player_UpdatePhysicalObjects();
-var
-  i: Integer;
-  vel: TPoint2i;
-  mr: Word;
-
-  procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
-  var
-    k: Integer;
-  begin
-    k := 1 + Random(2);
-    if T = SHELL_BULLET then
-      g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
-    else
-      g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
-  end;
-
+  var i: Integer;
 begin
-// Куски мяса:
-  if gGibs <> nil then
-    for i := 0 to High(gGibs) do
-      if gGibs[i].alive then
-        with gGibs[i] do
-        begin
-          Obj.oldX := Obj.X;
-          Obj.oldY := Obj.Y;
-
-          vel := Obj.Vel;
-          mr := g_Obj_Move(@Obj, True, False, True);
-          positionChanged(); // this updates spatial accelerators
-
-          if WordBool(mr and MOVE_FALLOUT) then
-          begin
-            alive := False;
-            Continue;
-          end;
-
-        // Отлетает от удара о стену/потолок/пол:
-          if WordBool(mr and MOVE_HITWALL) then
-            Obj.Vel.X := -(vel.X div 2);
-          if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
-            Obj.Vel.Y := -(vel.Y div 2);
-
-          if (Obj.Vel.X >= 0) then
-          begin // Clockwise
-            RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
-            if RAngle >= 360 then
-              RAngle := RAngle mod 360;
-          end else begin // Counter-clockwise
-            RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
-            if RAngle < 0 then
-              RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
-          end;
-
-        // Сопротивление воздуха для куска трупа:
-          if gTime mod (GAME_TICK*3) = 0 then
-            Obj.Vel.X := z_dec(Obj.Vel.X, 1);
-        end;
-
-// Трупы:
   if gCorpses <> nil then
     for i := 0 to High(gCorpses) do
       if gCorpses[i] <> nil then
@@ -1719,112 +1530,21 @@ begin
           end
         else
           gCorpses[i].Update();
-
-// Гильзы:
-  if gShells <> nil then
-    for i := 0 to High(gShells) do
-      if gShells[i].alive then
-        with gShells[i] do
-        begin
-          Obj.oldX := Obj.X;
-          Obj.oldY := Obj.Y;
-
-          vel := Obj.Vel;
-          mr := g_Obj_Move(@Obj, True, False, True);
-          positionChanged(); // this updates spatial accelerators
-
-          if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
-          begin
-            alive := False;
-            Continue;
-          end;
-
-        // Отлетает от удара о стену/потолок/пол:
-          if WordBool(mr and MOVE_HITWALL) then
-          begin
-            Obj.Vel.X := -(vel.X div 2);
-            if not WordBool(mr and MOVE_INWATER) then
-              ShellSound_Bounce(Obj.X, Obj.Y, SType);
-          end;
-          if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
-          begin
-            Obj.Vel.Y := -(vel.Y div 2);
-            if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
-            if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
-            begin
-              if RAngle mod 90 <> 0 then
-                RAngle := (RAngle div 90) * 90;
-            end
-            else if not WordBool(mr and MOVE_INWATER) then
-              ShellSound_Bounce(Obj.X, Obj.Y, SType);
-          end;
-
-          if (Obj.Vel.X >= 0) then
-          begin // Clockwise
-            RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
-            if RAngle >= 360 then
-              RAngle := RAngle mod 360;
-          end else begin // Counter-clockwise
-            RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
-            if RAngle < 0 then
-              RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
-          end;
-        end;
-end;
-
-
-procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
-begin
-  x := Obj.X+Obj.Rect.X;
-  y := Obj.Y+Obj.Rect.Y;
-  w := Obj.Rect.Width;
-  h := Obj.Rect.Height;
 end;
 
-procedure TGib.moveBy (dx, dy: Integer); inline;
-begin
-  if (dx <> 0) or (dy <> 0) then
-  begin
-    Obj.X += dx;
-    Obj.Y += dy;
-    positionChanged();
-  end;
-end;
-
-
-procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
-begin
-  x := Obj.X;
-  y := Obj.Y;
-  w := Obj.Rect.Width;
-  h := Obj.Rect.Height;
-end;
-
-procedure TShell.moveBy (dx, dy: Integer); inline;
-begin
-  if (dx <> 0) or (dy <> 0) then
-  begin
-    Obj.X += dx;
-    Obj.Y += dy;
-    positionChanged();
-  end;
-end;
-
-
-procedure TGib.positionChanged (); inline; begin end;
-procedure TShell.positionChanged (); inline; begin end;
-
-
 procedure g_Player_RemoveAllCorpses();
-var
-  i: Integer;
-begin
-  gGibs := nil;
-  gShells := nil;
-  SetLength(gGibs, MaxGibs);
-  SetLength(gShells, MaxGibs);
-  CurrentGib := 0;
-  CurrentShell := 0;
+  var i: Integer;
+begin
+  {$IFDEF ENABLE_GIBS}
+    i := g_Gibs_GetMax();
+    g_Gibs_SetMax(0);
+    g_Gibs_SetMax(i);
+  {$ENDIF}
+  {$IFDEF ENABLE_SHELLS}
+    i := g_Shells_GetMax();
+    g_Shells_SetMax(0);
+    g_Shells_SetMax(i);
+  {$ENDIF}
 
   if gCorpses <> nil then
     for i := 0 to High(gCorpses) do
@@ -2083,7 +1803,9 @@ begin
   FPing := 0;
   FLoss := 0;
   FSavedStateNum := -1;
-  FShellTimer := -1;
+  {$IFDEF ENABLE_SHELLS}
+    FShellTimer := -1;
+  {$ENDIF}
   FFireTime := 0;
   FFirePainTime := 0;
   FFireAttacker := 0;
@@ -2185,9 +1907,13 @@ begin
           HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
         end;
 
-      if t = HIT_WATER then
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
-                      FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+      {$IFDEF ENABLE_GFX}
+        if t = HIT_WATER then
+        begin
+          g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                        FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+        end;
+      {$ENDIF}
     end;
 
   // Буфер урона:
@@ -2348,8 +2074,9 @@ begin
         FFireAngle := FAngle;
         f := True;
         DidFire := True;
-        g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_BULLET);
+        {$IFDEF ENABLE_SHELLS}
+          g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET);
+        {$ENDIF}
       end;
 
     WEAPON_SHOTGUN1:
@@ -2362,8 +2089,10 @@ begin
         FFireAngle := FAngle;
         f := True;
         DidFire := True;
-        FShellTimer := 10;
-        FShellType := SHELL_SHELL;
+        {$IFDEF ENABLE_SHELLS}
+          FShellTimer := 10;
+          FShellType := SHELL_SHELL;
+        {$ENDIF}
       end;
 
     WEAPON_SHOTGUN2:
@@ -2375,8 +2104,10 @@ begin
         FFireAngle := FAngle;
         f := True;
         DidFire := True;
-        FShellTimer := 13;
-        FShellType := SHELL_DBLSHELL;
+        {$IFDEF ENABLE_SHELLS}
+          FShellTimer := 13;
+          FShellType := SHELL_DBLSHELL;
+        {$ENDIF}
       end;
 
     WEAPON_CHAINGUN:
@@ -2389,8 +2120,9 @@ begin
         FFireAngle := FAngle;
         f := True;
         DidFire := True;
-        g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_BULLET);
+        {$IFDEF ENABLE_SHELLS}
+          g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET);
+        {$ENDIF}
       end;
 
     WEAPON_ROCKETLAUNCHER:
@@ -2435,8 +2167,9 @@ begin
         FFireAngle := FAngle;
         f := True;
         DidFire := True;
-        g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_SHELL);
+        {$IFDEF ENABLE_SHELLS}
+          g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_SHELL);
+        {$ENDIF}
       end;
 
     WEAPON_FLAMETHROWER:
@@ -2665,7 +2398,10 @@ begin
       FPhysics := True;
     FAlive := False;
   end;
-  FShellTimer := -1;
+
+  {$IFDEF ENABLE_SHELLS}
+    FShellTimer := -1;
+  {$ENDIF}
 
   if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
   begin
@@ -2982,27 +2718,35 @@ begin
 end;
 
 procedure TPlayer.MakeBloodSimple(Count: Word);
-  var Blood: TModelBlood;
-begin
-  Blood := SELF.FModel.GetBlood();
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
+begin
+  {$IFDEF ENABLE_GFX}
+    Blood := SELF.FModel.GetBlood();
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$ENDIF}
 end;
 
 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
-  var Blood: TModelBlood;
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
 begin
-  Blood := SELF.FModel.GetBlood();
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$IFDEF ENABLE_GFX}
+    Blood := SELF.FModel.GetBlood();
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$ENDIF}
 end;
 
 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
@@ -3687,7 +3431,9 @@ begin
   FIncCamOld := 0;
   FIncCam := 0;
   FBFGFireCounter := -1;
-  FShellTimer := -1;
+  {$IFDEF ENABLE_SHELLS}
+    FShellTimer := -1;
+  {$ENDIF}
   FPain := 0;
   FLastHit := 0;
   FLastFrag := 0;
@@ -3770,7 +3516,9 @@ begin
   FIncCamOld := 0;
   FIncCam := 0;
   FBFGFireCounter := -1;
-  FShellTimer := -1;
+  {$IFDEF ENABLE_SHELLS}
+    FShellTimer := -1;
+  {$ENDIF}
   FPain := 0;
   FLastHit := 0;
   FSpawnInvul := 0;
@@ -3907,13 +3655,17 @@ begin
   FFirePainTime := 0;
   FFireAttacker := 0;
 
-// Анимация возрождения:
-  if (not gLoadGameMode) and (not Silent) then
-    r_GFX_OnceAnim(
-      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
-    );
+  {$IFDEF ENABLE_GFX}
+    // Анимация возрождения:
+    if (not gLoadGameMode) and (not Silent) then
+    begin
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    end;
+  {$ENDIF}
 
   FSpectator := False;
   FGhost := False;
@@ -3993,8 +3745,9 @@ begin
 end;
 
 procedure TPlayer.Run(Direction: TDirection);
-var
-  a, b: Integer;
+  {$IFDEF ENABLE_GIBS}
+    var a, b: Integer;
+  {$ENDIF}
 begin
   if MAX_RUNVEL > 8 then
     FlySmoke();
@@ -4009,30 +3762,32 @@ begin
     if FObj.Vel.X < MAX_RUNVEL then
       FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
 
-// Возможно, пинаем куски:
-  if (FObj.Vel.X <> 0) and (gGibs <> nil) then
-  begin
-    b := Abs(FObj.Vel.X);
-    if b > 1 then b := b * (Random(8 div b) + 1);
-    for a := 0 to High(gGibs) do
+  {$IFDEF ENABLE_GIBS}
+    // Возможно, пинаем куски:
+    if (FObj.Vel.X <> 0) and (gGibs <> nil) then
     begin
-      if gGibs[a].alive and
-         g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
-                       FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+      b := Abs(FObj.Vel.X);
+      if b > 1 then b := b * (Random(8 div b) + 1);
+      for a := 0 to High(gGibs) do
       begin
-        // Пинаем куски
-        if FObj.Vel.X < 0 then
-        begin
-          g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // налево
-        end
-        else
+        if gGibs[a].alive and
+           g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+                         FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
         begin
-          g_Obj_PushA(@gGibs[a].Obj, b, Random(61));    // направо
+          // Пинаем куски
+          if FObj.Vel.X < 0 then
+          begin
+            g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // налево
+          end
+          else
+          begin
+            g_Obj_PushA(@gGibs[a].Obj, b, Random(61));    // направо
+          end;
+          gGibs[a].positionChanged(); // this updates spatial accelerators
         end;
-        gGibs[a].positionChanged(); // this updates spatial accelerators
       end;
     end;
-  end;
+  {$ENDIF}
 
   SetAction(A_WALK);
 end;
@@ -4109,11 +3864,13 @@ begin
   if not silent then
   begin
     g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
-    r_GFX_OnceAnim(
-      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
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    {$ENDIF}
     if g_Game_IsServer and g_Game_IsNet then
       MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
                      FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
@@ -4161,11 +3918,13 @@ begin
 
   if not silent then
   begin
-    r_GFX_OnceAnim(
-      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
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    {$ENDIF}
     if g_Game_IsServer and g_Game_IsNet then
       MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
                      FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
@@ -4502,21 +4261,23 @@ begin
         else
           Dec(FReloading[b]);
 
+{$IFDEF ENABLE_SHELLS}
     if FShellTimer > -1 then
       if FShellTimer = 0 then
       begin
         if FShellType = SHELL_SHELL then
-          g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
+          g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
                                GameVelX, GameVelY-2, SHELL_SHELL)
         else if FShellType = SHELL_DBLSHELL then
         begin
-          g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
+          g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
                                GameVelX+1, GameVelY-2, SHELL_SHELL);
-          g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
+          g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
                                GameVelX-1, GameVelY-2, SHELL_SHELL);
         end;
         FShellTimer := -1;
       end else Dec(FShellTimer);
+{$ENDIF}
 
     if (FBFGFireCounter > -1) then
       if FBFGFireCounter = 0 then
@@ -4560,7 +4321,9 @@ begin
       end
       else if (FAir mod 31 = 0) and not blockmon then
       begin
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
+        {$ENDIF}
         if Random(2) = 0 then
           g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
         else
@@ -4832,8 +4595,9 @@ begin
       g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
       FFireAngle := FAngle;
       f := True;
-      g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_BULLET);
+      {$IFDEF ENABLE_SHELLS}
+        g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET);
+      {$ENDIF}
     end;
 
     WEAPON_SHOTGUN1:
@@ -4841,8 +4605,10 @@ begin
       g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
       FFireAngle := FAngle;
       f := True;
-      FShellTimer := 10;
-      FShellType := SHELL_SHELL;
+      {$IFDEF ENABLE_SHELLS}
+        FShellTimer := 10;
+        FShellType := SHELL_SHELL;
+      {$ENDIF}
     end;
 
     WEAPON_SHOTGUN2:
@@ -4850,8 +4616,10 @@ begin
       g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
       FFireAngle := FAngle;
       f := True;
-      FShellTimer := 13;
-      FShellType := SHELL_DBLSHELL;
+      {$IFDEF ENABLE_SHELLS}
+        FShellTimer := 13;
+        FShellType := SHELL_DBLSHELL;
+      {$ENDIF}
     end;
 
     WEAPON_CHAINGUN:
@@ -4859,8 +4627,9 @@ begin
       g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
       FFireAngle := FAngle;
       f := True;
-      g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_BULLET);
+      {$IFDEF ENABLE_SHELLS}
+        g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET);
+      {$ENDIF}
     end;
 
     WEAPON_ROCKETLAUNCHER:
@@ -4889,8 +4658,9 @@ begin
       g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
       FFireAngle := FAngle;
       f := True;
-      g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
-                             GameVelX, GameVelY-2, SHELL_SHELL);
+      {$IFDEF ENABLE_SHELLS}
+        g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_SHELL);
+      {$ENDIF}
     end;
 
     WEAPON_FLAMETHROWER:
@@ -5651,8 +5421,10 @@ begin
 
   if BodyInLiquid(0, 0) then
   begin
-    g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
-                  Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
+    {$IFDEF ENABLE_GFX}
+      g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+                    Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
+    {$ENDIF}
     if Random(2) = 0 then
       g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
     else
@@ -5662,11 +5434,13 @@ begin
 
   for i := 1 to Times do
   begin
-    r_GFX_OnceAnim(
-      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)
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_SMOKE_TRANS,
+        Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_SMOKE_WIDTH div 2),
+        Obj.Y+Obj.Rect.Height-4+Random(8+Times*2)
+      );
+    {$ENDIF}
   end;
 end;
 
@@ -5678,11 +5452,13 @@ begin
 
   for i := 1 to Times do
   begin
-    r_GFX_OnceAnim(
-      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)
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_FLAME,
+        Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_FLAME_WIDTH div 2),
+        Obj.Y+8+Random(8+Times*2)
+      );
+    {$ENDIF}
   end;
 end;
 
@@ -5754,20 +5530,23 @@ end;
 
 
 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
-  var Blood: TModelBlood;
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
 begin
   if FState = CORPSE_STATE_REMOVEME then
     Exit;
 
   FDamage := FDamage + Value;
 
+{$IFDEF ENABLE_GIBS}
   if FDamage > 150 then
   begin
     if FModel <> nil then
     begin
       FState := CORPSE_STATE_REMOVEME;
 
-      g_Player_CreateGibs(
+      g_Gibs_Create(
         FObj.X + FObj.Rect.X + (FObj.Rect.Width div 2),
         FObj.Y + FObj.Rect.Y + (FObj.Rect.Height div 2),
         FModel.id,
@@ -5787,15 +5566,18 @@ begin
     end
   end
   else
-    begin
+{$ENDIF}
+  begin
+    FObj.Vel.X := FObj.Vel.X + vx;
+    FObj.Vel.Y := FObj.Vel.Y + vy;
+    {$IFDEF ENABLE_GFX}
       Blood := FModel.GetBlood();
-      FObj.Vel.X := FObj.Vel.X + vx;
-      FObj.Vel.Y := FObj.Vel.Y + vy;
       g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
                   FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
                   Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
                   Blood.R, Blood.G, Blood.B, Blood.Kind);
-    end;
+    {$ENDIF}
+  end;
 end;
 
 procedure TCorpse.Update();
@@ -5854,16 +5636,16 @@ begin
   // animation
   anim := (FModel <> nil);
   utils.writeBool(st, anim);
-  if anim then FModel.AnimState.SaveState(st);
+  if anim then FModel.AnimState.SaveState(st, 0, False);
   // animation for mask (same as animation, compat with older saves)
   anim := (FModel <> nil);
   utils.writeBool(st, anim);
-  if anim then FModel.AnimState.SaveState(st);
+  if anim then FModel.AnimState.SaveState(st, 0, False);
 end;
 
 
 procedure TCorpse.LoadState (st: TStream);
-  var anim: Boolean; r, g, b: Byte; stub: TAnimationState;
+  var anim, blending: Boolean; r, g, b, alpha: Byte; stub: TAnimationState;
 begin
   assert(st <> nil);
 
@@ -5887,7 +5669,7 @@ begin
   anim := utils.readBool(st);
   if anim then
   begin
-    stub.LoadState(st);
+    stub.LoadState(st, alpha, blending);
     FModel.AnimState.CurrentFrame := Min(stub.CurrentFrame, FModel.AnimState.Length);
   end
   else
@@ -5897,7 +5679,7 @@ begin
   end;
   // animation for mask (same as animation, compat with older saves)
   anim := utils.readBool(st);
-  if anim then stub.LoadState(st);
+  if anim then stub.LoadState(st, alpha, blending);
   stub.Free;
 end;