X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=8e895a9245645c84a11c56fc9319779c199c389c;hp=b5978c926654f1c705cede3e42f2b2d7c1bf55e0;hb=ba177dd9743397cb43dad787fbe7748c8ea51cba;hpb=84a25340ac602b712defba27d7e8a421a211914c diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index b5978c9..8e895a9 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -58,7 +58,7 @@ type TModelSoundArray = Array of TModelSound; TGibsArray = Array of TGibSprite; - TWeaponPoints = Array [WEAPON_SAW..WEAPON_SUPERPULEMET] of + TWeaponPoints = Array [WP_FIRST + 1..WP_LAST] of Array [A_STAND..A_PAIN] of Array [D_LEFT..D_RIGHT] of Array of TPoint; @@ -143,18 +143,18 @@ const FLAG_BASEPOINT: TPoint = (X:16; Y:43); FLAG_DEFPOINT: TPoint = (X:32; Y:16); FLAG_DEFANGLE = -20; - WEAPONBASE: Array [WEAPON_SAW..WEAPON_SUPERPULEMET] of TPoint = + WEAPONBASE: Array [WP_FIRST + 1..WP_LAST] of TPoint = ((X:8; Y:4), (X:8; Y:8), (X:16; Y:16), (X:16; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16)); AnimNames: Array [A_STAND..A_PAIN] of String = ('StandAnim','WalkAnim','Die1Anim','Die2Anim','AttackAnim', 'SeeUpAnim','SeeDownAnim','AttackUpAnim','AttackDownAnim','PainAnim'); - WeapNames: Array [WEAPON_SAW..WEAPON_SUPERPULEMET] of String = + WeapNames: Array [WP_FIRST + 1..WP_LAST] of String = ('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl'); var - WeaponID: Array [WEAPON_SAW..WEAPON_SUPERPULEMET] of + WeaponID: Array [WP_FIRST + 1..WP_LAST] of Array [W_POS_NORMAL..W_POS_DOWN] of Array [W_ACT_NORMAL..W_ACT_FIRE] of DWORD; PlayerModelsArray: Array of TPlayerModelInfo; @@ -163,7 +163,7 @@ procedure g_PlayerModel_LoadData(); var a: Integer; begin - for a := WEAPON_SAW to WEAPON_SUPERPULEMET do + for a := WP_FIRST + 1 to WP_LAST do begin g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])); g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_FIRE], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_FIRE'); @@ -313,7 +313,7 @@ begin Exit; end; - for aa := WEAPON_SAW to WEAPON_SUPERPULEMET do + for aa := WP_FIRST + 1 to WP_LAST do for bb := A_STAND to A_PAIN do for cc := D_LEFT to D_RIGHT do begin @@ -391,7 +391,7 @@ begin end; ok := True; - for aa := WEAPON_SAW to WEAPON_SUPERPULEMET do + for aa := WP_FIRST + 1 to WP_LAST do for bb := A_STAND to A_PAIN do if not (bb in [A_DIE1, A_DIE2, A_PAIN]) then begin @@ -594,7 +594,7 @@ var i: DWORD; a, b, c: Integer; begin - for a := WEAPON_SAW to WEAPON_SUPERPULEMET do + for a := WP_FIRST + 1 to WP_LAST do for b := W_POS_NORMAL to W_POS_DOWN do for c := W_ACT_NORMAL to W_ACT_FIRE do e_DeleteTexture(WeaponID[a][b][c]); @@ -703,7 +703,7 @@ begin if FDrawWeapon and (not (FCurrentAnimation in [A_DIE1, A_DIE2, A_PAIN])) and - (FCurrentWeapon in [WEAPON_SAW..WEAPON_SUPERPULEMET]) then + (FCurrentWeapon in [WP_FIRST + 1..WP_LAST]) then begin if FCurrentAnimation in [A_SEEUP, A_ATTACKUP] then pos := W_POS_UP