index 67598f3ca953a6e58187a8b2fa7da6294c5a7e13..286ce250b12e292e780e7e85a2b62872f07c1411 100644 (file)
{$IFDEF ENABLE_MENU}
g_gui, g_menu,
{$ENDIF}
+ {$IFDEF ENABLE_GFX}
+ g_gfx, r_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
SysUtils, Classes, Math,
g_base, g_basic, r_graphics,
g_system,
MAPDEF, xprofiler, utils, wadreader, CONFIG,
e_input, e_sound,
g_language, g_console, g_triggers, g_player, g_options, g_monsters, g_map, g_panel,
- g_items, g_weapons, g_gfx, g_phys, g_net, g_netmaster,
- g_game, r_console, r_gfx, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
+ g_items, g_weapons, g_phys, g_net, g_netmaster,
+ g_game, r_console, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
r_playermodel
;
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('items', @r_Items_Draw);
drawOther('weapons', @r_Weapon_Draw);
- drawOther('shells', @r_Player_DrawShells);
+ {$IFDEF ENABLE_SHELLS}
+ drawOther('shells', @r_Player_DrawShells);
+ {$ENDIF}
drawOther('drawall', @r_Player_DrawAll);
- drawOther('gibs', @r_PlayerModel_DrawGibs);
- drawOther('corpses', @r_Player_DrawCorpses);
+ {$IFDEF ENABLE_GIBS}
+ drawOther('gibs', @r_PlayerModel_DrawGibs);
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ drawOther('corpses', @r_Player_DrawCorpses);
+ {$ENDIF}
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @r_Monsters_Draw);
drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
- drawOther('gfx', @r_GFX_Draw);
+ {$IFDEF ENABLE_GFX}
+ drawOther('gfx', @r_GFX_Draw);
+ {$ENDIF}
drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
glPushMatrix();
- camObj := p.getCameraObj();
+ {$IFDEF ENABLE_CORPSES}
+ camObj := g_Corpses_GetCameraObj(p);
+ {$ELSE}
+ camObj := p.Obj;
+ {$ENDIF}
+
camObj.lerp(gLerpFactor, fX, fY);
px := fX + PLAYER_RECT_CX;
py := fY + PLAYER_RECT_CY+nlerp(p.SlopeOld, camObj.slopeUpLeft, gLerpFactor);