hedgewars/uGearsRender.pas
changeset 6982 8d41d22a291d
parent 6924 57b66ee3bff3
child 6986 409dd3851309
equal deleted inserted replaced
6981:045e8162c9cd 6982:8d41d22a291d
  1117                     Tint($FF, $FF, $FF, $FF);
  1117                     Tint($FF, $FF, $FF, $FF);
  1118                     end;
  1118                     end;
  1119       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1119       gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
  1120            gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0  then
  1120            gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0  then
  1121                         begin
  1121                         begin
  1122                         Tint((cExplosionBorderColor shr RShift) and $FF, 
  1122                         Tint((ExplosionBorderColor shr RShift) and $FF, 
  1123                              (cExplosionBorderColor shr GShift) and $FF, 
  1123                              (ExplosionBorderColor shr GShift) and $FF, 
  1124                              (cExplosionBorderColor shr BShift) and $FF, 
  1124                              (ExplosionBorderColor shr BShift) and $FF, 
  1125                              $FF);
  1125                              $FF);
  1126                         // Needs a nicer white texture to tint
  1126                         // Needs a nicer white texture to tint
  1127                         DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
  1127                         DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
  1128                         //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
  1128                         //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
  1129                         //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
  1129                         //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);