index c803b4c9e582de6c48867123a557f63a43951f28..49d2c0c78c3cc7f382e3450c148d60acbc989f2f 100644 (file)
procedure r_Player_DrawDebug (p: TPlayer);
procedure r_Player_DrawHealth;
- procedure r_Player_DrawCorpses;
-
procedure r_Player_Draw (p: TPlayer);
procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
procedure r_Player_DrawBubble (p: TPlayer);
procedure r_Player_DrawShells;
{$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ procedure r_Player_DrawCorpses;
+ {$ENDIF}
+
implementation
uses
{$IFDEF ENABLE_SHELLS}
g_shells,
{$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
SysUtils, Classes, Math,
MAPDEF, utils,
g_basic, g_game, g_phys, g_map, g_language, g_weapons, g_items, g_net, g_options,
end;
end;
+{$IFDEF ENABLE_CORPSES}
procedure r_Player_DrawCorpse (p: TCorpse);
var fX, fY: Integer;
begin
if gCorpses[i] <> nil then
r_Player_DrawCorpse(gCorpses[i])
end;
+{$ENDIF}
{$IFDEF ENABLE_SHELLS}
procedure r_Player_DrawShells;
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);