DEADSOFTWARE

game: disable corpses for server
[d2df-sdl.git] / src / game / opengl / r_player.pas
index 225f8526e4616deed8bed125f857cc57dc8a95a0..49d2c0c78c3cc7f382e3450c148d60acbc989f2f 100644 (file)
@@ -26,9 +26,6 @@ interface
   procedure r_Player_DrawDebug (p: TPlayer);
   procedure r_Player_DrawHealth;
 
-  procedure r_Player_DrawCorpses;
-  procedure r_Player_DrawShells;
-
   procedure r_Player_Draw (p: TPlayer);
   procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
   procedure r_Player_DrawBubble (p: TPlayer);
@@ -38,6 +35,14 @@ interface
   procedure r_Player_DrawPain (p: TPlayer);
   procedure r_Player_DrawPickup (p: TPlayer);
 
+  {$IFDEF ENABLE_SHELLS}
+    procedure r_Player_DrawShells;
+  {$ENDIF}
+
+  {$IFDEF ENABLE_CORPSES}
+    procedure r_Player_DrawCorpses;
+  {$ENDIF}
+
 implementation
 
   uses
@@ -47,6 +52,12 @@ implementation
     {$IFDEF ENABLE_MENU}
       g_menu,
     {$ENDIF}
+    {$IFDEF ENABLE_SHELLS}
+      g_shells,
+    {$ENDIF}
+    {$IFDEF ENABLE_CORPSES}
+      g_corpses,
+    {$ENDIF}
     SysUtils, Classes, Math,
     MAPDEF, utils,
     g_basic, g_game, g_phys, g_map, g_language, g_weapons, g_items, g_net, g_options,
@@ -130,6 +141,7 @@ begin
     end;
 end;
 
+{$IFDEF ENABLE_CORPSES}
   procedure r_Player_DrawCorpse (p: TCorpse);
     var fX, fY: Integer;
   begin
@@ -148,7 +160,9 @@ end;
         if gCorpses[i] <> nil then
           r_Player_DrawCorpse(gCorpses[i])
   end;
+{$ENDIF}
 
+{$IFDEF ENABLE_SHELLS}
   procedure r_Player_DrawShells;
     var i, fX, fY: Integer; a: TDFPoint; TextureID: DWORD = DWORD(-1);
   begin
@@ -180,6 +194,7 @@ end;
       end
     end
   end;
+{$ENDIF}
 
 procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
 var
@@ -264,7 +279,11 @@ var
   Dot: Byte;
   CObj: TObj;
 begin
-  CObj := p.getCameraObj();
+  {$IFDEF ENABLE_CORPSES}
+    CObj := g_Corpses_GetCameraObj(p);
+  {$ELSE}
+    CObj := p.Obj;
+  {$ENDIF}
   CObj.lerp(gLerpFactor, fX, fY);
   // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
   bubX := fX + p.Obj.Rect.X + IfThen(p.Direction = TDirection.D_LEFT, -4, 18);