hedgewars/uGearsRender.pas
changeset 5024 1e332947147c
parent 4976 088d40d8aba2
child 5025 ac1691d35cf2
equal deleted inserted replaced
5023:8c16c0534b3c 5024:1e332947147c
   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             end;
   493             end;
   493 
   494 
   494             case CurAmmoGear^.Kind of
   495             case CurAmmoGear^.Kind of
   495                 gtShotgunShot,
   496                 gtShotgunShot,
   496                 gtDEagleShot,
   497                 gtDEagleShot,
   603                                     cWaterLine+WorldDy,
   604                                     cWaterLine+WorldDy,
   604                                     LongInt(leftX)+WorldDx)
   605                                     LongInt(leftX)+WorldDx)
   605                     end;
   606                     end;
   606                 amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   607                 amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   607                 amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   608                 amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
       
   609                 amLandGun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
   608                 amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
   610                 amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
   609             end;
   611             end;
   610 
   612 
   611             case amt of
   613             case amt of
   612                 amAirAttack,
   614                 amAirAttack,
  1032                     Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
  1034                     Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
  1033                     DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
  1035                     DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
  1034                     Tint($FF, $FF, $FF, $FF);
  1036                     Tint($FF, $FF, $FF, $FF);
  1035                     end;
  1037                     end;
  1036       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1038       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1037            gtFlake: if not isInLag then
  1039            gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then
  1038                    begin
  1040                         //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle)
       
  1041                         begin
       
  1042                         Tint(cExplosionBorderColor);
       
  1043                         DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle);
       
  1044                         Tint($FF, $FF, $FF, $FF);
       
  1045                         end
       
  1046                     else if not isInLag then
       
  1047                         begin
  1039                         if vobVelocity = 0 then
  1048                         if vobVelocity = 0 then
  1040                       //DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
  1049                             DrawSprite(sprFlake, x, y, Gear^.Timer)
  1041                       DrawSprite(sprFlake, x, y, Gear^.Timer)
  1050                         else
  1042                   else
  1051                             DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle)
  1043                       //DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
  1052 //DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
  1044                       DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle)
  1053 //DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
  1045                   end;
  1054                         end;
  1046        gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
  1055        gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
  1047 
  1056 
  1048          end;
  1057          end;
  1049       if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
  1058       if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
  1050 end;
  1059 end;