index 96dfa92ec0bf190fe7253747399a1948f254b93e..28eaf3d8af3810ce0d6961110b4fe87d2e9aae6c 100644 (file)
interface
- uses g_player, r_graphics; // TPlayer, TRGB
+ uses g_player, g_base; // TPlayer, TRGB
procedure r_Player_DrawAll;
procedure r_Player_DrawDebug (p: TPlayer);
uses
SysUtils, Classes, Math,
MAPDEF, utils,
- g_basic, g_game, g_phys, g_map, g_textures, g_menu, g_language, g_weapons, g_items, g_net, g_options,
+ 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}
- r_playermodel
+ r_playermodel, r_graphics, r_animations, r_textures, r_items
;
procedure r_Player_DrawAll;
end;
end;
-procedure r_Player_DrawCorpses;
-var
- i, fX, fY: Integer;
- a: TDFPoint;
-begin
- if gGibs <> nil then
- for i := 0 to High(gGibs) do
- if gGibs[i].alive then
- with gGibs[i] do
- begin
- if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
- Continue;
-
- Obj.lerp(gLerpFactor, fX, fY);
-
- a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
- a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
-
- e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
-
- e_Colors := Color;
- e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
- e_Colors.R := 255;
- e_Colors.G := 255;
- e_Colors.B := 255;
- end;
-
- if gCorpses <> nil then
- for i := 0 to High(gCorpses) do
- if gCorpses[i] <> nil then
- r_Player_DrawCorpse(gCorpses[i])
-end;
+ procedure r_Player_DrawCorpses;
+ var i: Integer;
+ begin
+ if gCorpses <> nil then
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ r_Player_DrawCorpse(gCorpses[i])
+ end;
procedure r_Player_DrawShells;
var
if p.PunchAnim <> nil then
begin
- p.PunchAnim.Draw(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_Animation_Draw(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);
if p.PunchAnim.played then
begin
p.PunchAnim.Free;
p.Obj.lerp(gLerpFactor, fX, fY);
if p.Animation <> nil then
- p.Animation.Draw(fX, fY, TMirrorType.None);
+ r_Animation_Draw(p.Animation, fX, fY, TMirrorType.None);
if p.AnimationMask <> nil then
begin
e_Colors := p.Color;
- p.AnimationMask.Draw(fX, fY, TMirrorType.None);
+ r_Animation_Draw(p.AnimationMask, fX, fY, TMirrorType.None);
e_Colors.R := 255;
e_Colors.G := 255;
e_Colors.B := 255;