DEADSOFTWARE

render: separate weapon shots logic and drawing
[d2df-sdl.git] / src / game / opengl / r_game.pas
index 090f6747993d012701e4f6dee7367afb12c43b11..c3577ccace0f47fd5332ab7839612e7aa90bfacb 100644 (file)
@@ -32,7 +32,7 @@ implementation
     g_textures, e_input, e_sound,
     g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window,
     g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster,
-    g_game, r_console, r_gfx, r_items, r_map, r_panel, r_monsters
+    g_game, r_console, r_gfx, r_items, r_map, r_panel, r_monsters, r_weapons
   ;
 
   var
@@ -1239,7 +1239,7 @@ begin
   drawPanelType('*back', PANEL_BACK, g_rlayer_back);
   drawPanelType('*step', PANEL_STEP, g_rlayer_step);
   drawOther('items', @r_Items_Draw);
-  drawOther('weapons', @g_Weapon_Draw);
+  drawOther('weapons', @r_Weapon_Draw);
   drawOther('shells', @g_Player_DrawShells);
   drawOther('drawall', @g_Player_DrawAll);
   drawOther('corpses', @g_Player_DrawCorpses);