892 gtMolotov: if (Gear^.State and gstDrowning) = 0 then |
892 gtMolotov: if (Gear^.State and gstDrowning) = 0 then |
893 DrawRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX)) |
893 DrawRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX)) |
894 else DrawSprite(sprMolotov, x, y, 8); |
894 else DrawSprite(sprMolotov, x, y, 8); |
895 |
895 |
896 gtRCPlane: begin |
896 gtRCPlane: begin |
897 if (Gear^.Tag = -1) then |
897 Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF); |
898 DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) |
898 if Gear^.Tag = -1 then |
|
899 begin |
|
900 DrawRotatedTextureF(SpritesData[sprPlane].Texture, 1, 0, 0, x, y, 0, -1, SpritesData[sprPlane].Width, SpritesData[sprPlane].Height, DxDy2Angle(Gear^.dX, Gear^.dY) + 90); |
|
901 Tint($FF, $FF, $FF, $FF); |
|
902 DrawRotatedTextureF(SpritesData[sprPlane].Texture, 1, 0, 0, x, y, 1, -1, SpritesData[sprPlane].Width, SpritesData[sprPlane].Height, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) |
|
903 end |
899 else |
904 else |
900 DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX)); |
905 begin |
|
906 DrawRotatedTextureF(SpritesData[sprPlane].Texture, 1, 0, 0, x, y, 0, 0, SpritesData[sprPlane].Width, SpritesData[sprPlane].Height, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
907 Tint($FF, $FF, $FF, $FF); |
|
908 DrawRotatedTextureF(SpritesData[sprPlane].Texture, 1, 0, 0, x, y, 1, 0, SpritesData[sprPlane].Width, SpritesData[sprPlane].Height, DxDy2Angle(Gear^.dY, Gear^.dX)) |
|
909 end |
901 end; |
910 end; |
902 gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
911 gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
903 |
912 |
904 gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? |
913 gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? |
905 or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked? |
914 or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked? |