end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
- var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
+ var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
begin
if ggItems <> nil then
begin
t := Items[it.ItemType].tex;
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
- it.obj.Lerp(gLerpFactor, fX, fY);
+ r_Common_GetObjectPos(it.obj, xx, yy);
tex := t.GetTexture(Items[it.ItemType].frame);
- r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false);
+ r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
end;
end;
end;
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
- var o: TObj; count, frame: LongInt; tex: TGLTexture;
+ var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
begin
if VileFire <> nil then
- if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
- if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then
+ begin
+ if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
+ begin
+ if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
begin
g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
tex := VileFire.GetTexture(frame);
- r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
+ r_Draw_TextureRepeat(tex, xx + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, yy + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
end;
+ end;
+ end;
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
- var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
+ var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
begin
m := mon.MonsterType;
a := mon.MonsterAnim;
d := mon.GameDirection;
- mon.obj.Lerp(gLerpFactor, fX, fY);
-
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ begin
+ r_Common_GetObjectPos(mon.obj, xx, yy);
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ end;
// TODO draw g_debug_frames
end;
end;
procedure r_Map_DrawTalkBubble (p: TPlayer);
- var cobj: TObj; fx, fy, x, y: Integer; cb, cf: TRGB;
+ var xx, yy, x, y: Integer; cb, cf: TRGB;
begin
- {$IFDEF ENABLE_CORPSES}
- cobj := g_Corpses_GetCameraObj(p);
- {$ELSE}
- cobj := p.Obj;
- {$ENDIF}
- cobj.Lerp(gLerpFactor, fx, fy);
- x := fx + p.obj.rect.x + p.obj.rect.width div 2;
- y := fy;
+ r_Common_GetPlayerPos(p, xx, yy);
+ x := xx + p.obj.rect.x + p.obj.rect.width div 2;
+ y := yy;
cb := _RGB(63, 63, 63);
cf := _RGB(240, 240, 240);
case gChatBubble of
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
- var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
+ var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
begin
if p.alive then
begin
- fX := p.obj.x; fY := p.obj.y;
- // TODO fix lerp
- //p.obj.Lerp(gLerpFactor, fX, fY);
- fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
+ r_Common_GetPlayerPos(p, x, y);
(* punch effect *)
if p.PunchTime <= gTime then
ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
ay := p.Obj.Rect.Y - 11;
tex := t.GetTexture(frame);
- r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
end;
end;
end;
h := InvulPenta.height;
ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
- r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false);
+ r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
end;
(* invisibility effect *)
alpha := 1; // ???
end;
- r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
+ r_Map_DrawPlayerModel(p.Model, x, y, alpha);
end;
// TODO draw g_debug_frames
end;
procedure r_Map_DrawGibs (x, y, w, h: Integer);
- var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
+ var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
begin
if gGibs <> nil then
begin
p := @gGibs[i].Obj;
if g_Obj_Collide(x, y, w, h, p) then
begin
- p.Lerp(gLerpFactor, fx, fy);
+ r_Common_GetObjectPos(p^, xx, yy);
id := gGibs[i].GibID;
m := gGibs[i].ModelID;
t := Models[m].gibs.base[id];
rx := p.Rect.X + p.Rect.Width div 2;
ry := p.Rect.Y + p.Rect.Height div 2;
ra := gGibs[i].RAngle;
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
t := Models[m].gibs.mask[id];
if t <> nil then
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
- // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
+ // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
end;
end;
end;
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
- var i, fX, fY: Integer; p: TCorpse;
+ var i, xx, yy: Integer; p: TCorpse;
begin
if gCorpses <> nil then
begin
p := gCorpses[i];
if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
begin
- p.obj.Lerp(gLerpFactor, fX, fY);
- r_Map_DrawPlayerModel(p.model, fX, fY, 255);
+ r_Common_GetObjectPos(p.obj, xx, yy);
+ r_Map_DrawPlayerModel(p.model, xx, yy, 255);
end;
end;
end;
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
- var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
+ var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
begin
if Shots <> nil then
begin
WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
end;
- Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
+ r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
pX := Shots[i].Obj.Rect.Width div 2;
pY := Shots[i].Obj.Rect.Height div 2;
g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
tex := t.GetTexture(frame);
- r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
end;
end;
end;
end;
procedure r_Map_DrawFlags (x, y, w, h: Integer);
- var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
+ var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
begin
if gGameSettings.GameMode = GM_CTF then
begin
begin
if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
begin
- gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
+ r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
flip := gFlags[i].Direction = TDirection.D_LEFT;
if flip then dx := -1 else dx := +1;
t := FlagTextures[i];
tex := t.GetTexture(FlagFrame);
- r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
end;
end;
end;
{$IFDEF ENABLE_SHELLS}
procedure r_Map_DrawShells (x, y, w, h: Integer);
- var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
+ var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
begin
if gShells <> nil then
begin
t := ShellTextures[typ];
if t <> nil then
begin
- p.Lerp(gLerpFactor, fx, fy);
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
+ r_Common_GetObjectPos(p^, xx, yy);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
end;
end;
end;
end;
procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
- var a, ax, ay, fx, fy, fSlope, xx, yy: Integer;
+ var a, ax, ay, fx, fy, xx, yy: Integer;
begin
- if (p <> nil) and p.Alive then
+ if (p <> nil) and p.Alive and (p.Spectator = false) then
begin
- p.obj.Lerp(gLerpFactor, fx, fy);
- fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
+ r_Common_GetPlayerPos(p, fx, fy);
case gPlayerIndicatorStyle of
0:
if IndicatorTexture <> nil then
xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
yy := fy - IndicatorTexture.height;
end;
- yy := yy + fSlope;
xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1:
begin
xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
- yy := fy + fSlope;
+ yy := fy;
r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
end;
end;