diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 39848acaefdc2055d3fc784bfb19b84cd180958b..ea7cb7d1a11d50e8b4e0d9ad9e57663fb3cfd424 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
+ {$IFDEF ENABLE_MENU}
+ g_menu,
+ {$ENDIF}
{$IFNDEF HEADLESS}
- r_render, g_menu,
+ r_render,
{$ENDIF}
e_log, g_map, g_items, g_console, g_gfx, Math,
g_options, g_triggers, g_game, g_grid, e_res,
// 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);
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
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;