hedgewars/uVisualGears.pas
changeset 9769 5814e0c47c99
parent 9768 08799c901a42
child 9950 2759212a27de
child 9998 736015b847e3
equal deleted inserted replaced
9768:08799c901a42 9769:5814e0c47c99
   217                   vgtDroplet: if SuddenDeathDmg then
   217                   vgtDroplet: if SuddenDeathDmg then
   218                                   DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
   218                                   DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
   219                               else
   219                               else
   220                                   DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
   220                                   DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
   221                   vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
   221                   vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
       
   222                vgtStraightShot: begin 
       
   223                                 if Gear^.dX < 0 then
       
   224                                     i:= -1
       
   225                                 else
       
   226                                     i:= 1;
       
   227                                 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
       
   228                                 end;
   222               end;
   229               end;
   223           //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
   230           //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
   224           if (Gear^.Tint <> $FFFFFFFF) then
   231           if (Gear^.Tint <> $FFFFFFFF) then
   225               untint;
   232               untint;
   226           Gear:= Gear^.NextGear
   233           Gear:= Gear^.NextGear