hedgewars/uGearsRender.pas
changeset 5461 3c2d4e46440f
parent 5313 5e18eaef65d0
child 5472 a724fe2d2ce0
equal deleted inserted replaced
5459:f4f5b710a1ba 5461:3c2d4e46440f
  1048                     DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
  1048                     DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
  1049                     Tint($FF, $FF, $FF, $FF);
  1049                     Tint($FF, $FF, $FF, $FF);
  1050                     end;
  1050                     end;
  1051       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1051       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1052            gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then
  1052            gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then
  1053                         //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle)
       
  1054                         begin
  1053                         begin
  1055                         Tint((cExplosionBorderColor shr RShift) and $FF, 
  1054                         Tint((cExplosionBorderColor shr RShift) and $FF, 
  1056                              (cExplosionBorderColor shr GShift) and $FF, 
  1055                              (cExplosionBorderColor shr GShift) and $FF, 
  1057                              (cExplosionBorderColor shr BShift) and $FF, 
  1056                              (cExplosionBorderColor shr BShift) and $FF, 
  1058                              (cExplosionBorderColor shr AShift) and $FF);
  1057                              $FF);
  1059                         //DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle);
       
  1060                         // Needs a nicer white texture to tint
  1058                         // Needs a nicer white texture to tint
       
  1059                         //DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
       
  1060                         //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
  1061                         DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
  1061                         DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
  1062                         Tint($FF, $FF, $FF, $FF);
  1062                         Tint($FF, $FF, $FF, $FF);
  1063                         end
  1063                         end
  1064                     else if not isInLag then
  1064                     else if not isInLag then
  1065                         begin
  1065                         begin