DEADSOFTWARE

menu: optionally disable menu in client
[d2df-sdl.git] / src / game / opengl / r_player.pas
index 6d87a18ce5afe35df3f83b35c699966a1a9e5011..225f8526e4616deed8bed125f857cc57dc8a95a0 100644 (file)
@@ -41,12 +41,15 @@ interface
 implementation
 
   uses
+    {$IFDEF ENABLE_HOLMES}
+      g_holmes,
+    {$ENDIF}
+    {$IFDEF ENABLE_MENU}
+      g_menu,
+    {$ENDIF}
     SysUtils, Classes, Math,
     MAPDEF, utils,
-    g_basic, g_game, g_phys, g_map, g_menu, g_language, g_weapons, g_items, g_net, g_options,
-{$IFDEF ENABLE_HOLMES}
-    g_holmes,
-{$ENDIF}
+    g_basic, g_game, g_phys, g_map, g_language, g_weapons, g_items, g_net, g_options,
     r_playermodel, r_graphics, r_animations, r_textures, r_items, r_game, r_map
   ;
 
@@ -360,7 +363,7 @@ begin
       if p.FKeys[KEY_DOWN].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 2]
       else if p.FKeys[KEY_UP].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 1]
       else ID := PunchFrames[R_BERSERK in p.FRulez, 0];
-      r_AnimationState_Draw(ID, p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, Mirror);
+      r_AnimationState_Draw(ID, p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, 0, Mirror, False);
     end;
 
     if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then