hedgewars/uGearsRender.pas
changeset 5025 ac1691d35cf2
parent 5024 1e332947147c
child 5031 e26f430be1ed
equal deleted inserted replaced
5024:1e332947147c 5025:ac1691d35cf2
   487                     end;
   487                     end;
   488                 gtFlamethrower: begin
   488                 gtFlamethrower: begin
   489                     DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   489                     DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   490                     if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
   490                     if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
   491                     end;
   491                     end;
   492                 gtLandGun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
   492                 gtLandGun: begin DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
       
   493                     if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
       
   494                     end;
   493             end;
   495             end;
   494 
   496 
   495             case CurAmmoGear^.Kind of
   497             case CurAmmoGear^.Kind of
   496                 gtShotgunShot,
   498                 gtShotgunShot,
   497                 gtDEagleShot,
   499                 gtDEagleShot,
  1038       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1040       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1039            gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then
  1041            gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then
  1040                         //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle)
  1042                         //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle)
  1041                         begin
  1043                         begin
  1042                         Tint(cExplosionBorderColor);
  1044                         Tint(cExplosionBorderColor);
  1043                         DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle);
  1045                         //DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle);
       
  1046                         // Needs a nicer white texture to tint
       
  1047                         DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
  1044                         Tint($FF, $FF, $FF, $FF);
  1048                         Tint($FF, $FF, $FF, $FF);
  1045                         end
  1049                         end
  1046                     else if not isInLag then
  1050                     else if not isInLag then
  1047                         begin
  1051                         begin
  1048                         if vobVelocity = 0 then
  1052                         if vobVelocity = 0 then