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; |