index b5978c926654f1c705cede3e42f2b2d7c1bf55e0..8e895a9245645c84a11c56fc9319779c199c389c 100644 (file)
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;
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;
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');
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
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
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]);
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