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 gtLandGun: begin DrawRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
493 if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex) |
|
494 end; |
493 end; |
495 end; |
494 |
496 |
495 case CurAmmoGear^.Kind of |
497 case CurAmmoGear^.Kind of |
496 gtShotgunShot, |
498 gtShotgunShot, |
497 gtDEagleShot, |
499 gtDEagleShot, |
1038 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1040 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1039 gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then |
1041 gtFlake: if (Gear^.State and gstTmpFlag) <> 0 then |
1040 //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle) |
1042 //DrawRotatedTextureF(SpritesData[sprSnowBall].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle) |
1041 begin |
1043 begin |
1042 Tint(cExplosionBorderColor); |
1044 Tint(cExplosionBorderColor); |
1043 DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle); |
1045 //DrawRotated(sprSnow, x, y, 0, Gear^.DirAngle); |
|
1046 // Needs a nicer white texture to tint |
|
1047 DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
1044 Tint($FF, $FF, $FF, $FF); |
1048 Tint($FF, $FF, $FF, $FF); |
1045 end |
1049 end |
1046 else if not isInLag then |
1050 else if not isInLag then |
1047 begin |
1051 begin |
1048 if vobVelocity = 0 then |
1052 if vobVelocity = 0 then |