942 begin |
943 begin |
943 Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
944 Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
944 DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
945 DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
945 end; |
946 end; |
946 |
947 |
947 if HH^.Effects[heFrozen] = HH^.Effects[heFrozen] and $FF then |
948 if HH^.Effects[heFrozen] < 150000 then |
948 begin |
949 begin |
949 /// Tint($00, $FF, $40, $40); (HH^.Effects[heFrozen] and $FF) |
950 if HH^.Effects[heFrozen] < 150000 then |
950 iceOffset:= trunc(HH^.Effects[heFrozen] / 256 * 64); |
951 Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 1200)); |
951 Tint($FF, $FF, $FF, $FF); |
952 |
|
953 iceOffset:= trunc(min(256,HH^.Effects[heFrozen]) / 256 * 64); |
952 r.x := 128; |
954 r.x := 128; |
953 r.y := 128 - iceOffset; |
955 r.y := 128 - iceOffset; |
954 r.w := 64; |
956 r.w := 64; |
955 r.h := iceOffset; |
957 r.h := iceOffset; |
956 //DrawTextureFromRect(sx-32, sy-iceoffset+32, @r, SpritesData[sprFrozenHog].texture); |
958 //DrawTextureFromRect(sx-32, sy-iceoffset+32, @r, SpritesData[sprFrozenHog].texture); |
957 DrawTextureFromRectDir(sx-16+sign*2, sy+48-iceoffset, r.w, r.h, @r, HHTexture, sign); |
959 DrawTextureFromRectDir(sx-16+sign*2, sy+48-iceoffset, r.w, r.h, @r, HHTexture, sign); |
958 |
960 |
959 Tint($FF, $FF, $FF, $FF); |
961 if HH^.Effects[heFrozen] < 150000 then |
|
962 Tint($FF, $FF, $FF, $FF); |
960 end; |
963 end; |
961 |
964 |
962 |
965 |
963 if cVampiric and |
966 if cVampiric and |
964 (CurrentHedgehog^.Gear <> nil) and |
967 (CurrentHedgehog^.Gear <> nil) and |