begin
//result := g_Map_Load(gGameSettings.WAD + ':\' + ResName);
result := g_Map_Load(NewWAD+':\'+ResName);
- {$IFDEF ENABLE_RENDER}
- r_Render_LoadTextures;
- {$ENDIF}
end;
if Result then
begin
+ {$IFDEF ENABLE_RENDER}
+ r_Render_LoadTextures;
+ r_Render_Reset;
+ {$ENDIF}
g_Player_ResetAll(Force or gLastMap, gGameSettings.GameType = GT_SINGLE);
gState := STATE_NONE;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
{$ENDIF}
+ procedure r_Map_Reset;
procedure r_Map_Update;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
end;
end;
+ procedure r_Map_ResetGFX;
+ begin
+ SetLength(gfxlist, 0);
+ end;
+
procedure r_Map_UpdateGFX (tick: LongWord);
var i: Integer; count: LongInt;
begin
r_Map_DrawScreenEffects(x, y, w, h, player);
end;
+ procedure r_Map_Reset;
+ begin
+ {$IFDEF ENABLE_GFX}
+ r_Map_ResetGFX;
+ {$ENDIF}
+ end;
+
procedure r_Map_Update;
var i, count, tick: LongInt;
begin
procedure r_Render_LoadTextures;
procedure r_Render_FreeTextures;
+ procedure r_Render_Reset;
procedure r_Render_Update;
procedure r_Render_Draw;
{$ENDIF}
end;
+ procedure r_Render_Reset;
+ begin
+ r_Map_Reset;
+ end;
+
procedure r_Render_Update;
begin
r_Console_Update;