index 8ffb589787109f0a7ccf680e619b87c4dea97ea4..51dd6c0deecf8cb6215a419f96e04aef8e3af02e 100644 (file)
FSlopSound: Byte;
FCurrentWeapon: Byte;
FFlag: Byte;
FSlopSound: Byte;
FCurrentWeapon: Byte;
FFlag: Byte;
- FFlagPoint: TDFPoint;
- FFlagAngle: SmallInt;
- FFlagAnim: TAnimation; // !!! TAnimationState
FFire: Boolean;
FFireCounter: Byte;
FID: Integer;
FFire: Boolean;
FFireCounter: Byte;
FID: Integer;
public
property Color: TRGB read FColor write FColor;
public
property Color: TRGB read FColor write FColor;
-
property AnimState: TAnimationState read FAnimState;
property CurrentAnimation: Byte read FCurrentAnimation;
property AnimState: TAnimationState read FAnimState;
property CurrentAnimation: Byte read FCurrentAnimation;
-
property CurrentWeapon: Byte read FCurrentWeapon;
property CurrentWeapon: Byte read FCurrentWeapon;
-
property Flag: Byte read FFlag;
property Flag: Byte read FFlag;
- property FlagAnim: TAnimation read FFlagAnim;
- property FlagAngle: SmallInt read FFlagAngle;
- property FlagPoint: TDFPoint read FFlagPoint;
-
property ID: Integer read FID;
end;
property ID: Integer read FID;
end;
Result.FPainSounds := PainSounds;
Result.FDieSounds := DieSounds;
Result.FSlopSound := SlopSound;
Result.FPainSounds := PainSounds;
Result.FDieSounds := DieSounds;
Result.FSlopSound := SlopSound;
-
- Result.FFlagPoint := FlagPoint;
- Result.FFlagAngle := FlagAngle;
Result.FID := a;
Result.FID := a;
-
Result.ChangeAnimation(A_STAND, True);
Result.ChangeAnimation(A_STAND, True);
-
Break;
end;
end;
Break;
end;
end;
FFireCounter := 0
end;
FFireCounter := 0
end;
-procedure TPlayerModel.SetFlag(Flag: Byte);
-var
- tid: DWORD;
-begin
- FFlag := Flag;
-
- FFlagAnim.Free();
- FFlagAnim := nil;
-
- case Flag of
- FLAG_RED: g_Frames_Get(tid, 'FRAMES_FLAG_RED');
- FLAG_BLUE: g_Frames_Get(tid, 'FRAMES_FLAG_BLUE');
- else Exit;
+ procedure TPlayerModel.SetFlag (Flag: Byte);
+ begin
+ FFlag := Flag
end;
end;
- FFlagAnim := TAnimation.Create(tid, True, 8);
-end;
-
- procedure TPlayerModel.SetWeapon(Weapon: Byte);
+ procedure TPlayerModel.SetWeapon (Weapon: Byte);
begin
begin
- FCurrentWeapon := Weapon;
+ FCurrentWeapon := Weapon
end;
function TPlayerModel.GetBlood (): TModelBlood;
end;
function TPlayerModel.GetBlood (): TModelBlood;
begin
if FAnimState <> nil then
FAnimState.Update;
begin
if FAnimState <> nil then
FAnimState.Update;
- if FFlagAnim <> nil then
- FFlagAnim.Update;
if FFireCounter > 0 then
Dec(FFireCounter)
else
if FFireCounter > 0 then
Dec(FFireCounter)
else