217 vgtDroplet: if SuddenDeathDmg then |
217 vgtDroplet: if SuddenDeathDmg then |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
219 else |
219 else |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
|
222 vgtStraightShot: begin |
|
223 if Gear^.dX < 0 then |
|
224 i:= -1 |
|
225 else |
|
226 i:= 1; |
|
227 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
|
228 end; |
222 end; |
229 end; |
223 //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; |
230 //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; |
224 if (Gear^.Tint <> $FFFFFFFF) then |
231 if (Gear^.Tint <> $FFFFFFFF) then |
225 untint; |
232 untint; |
226 Gear:= Gear^.NextGear |
233 Gear:= Gear^.NextGear |