hedgewars/uGearsRender.pas
changeset 15096 eff1a080cf40
parent 15095 e13b9054316b
child 15146 6b7d92fa4912
equal deleted inserted replaced
15095:e13b9054316b 15096:eff1a080cf40
   838                 amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle);
   838                 amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle);
   839                 amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle);
   839                 amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle);
   840                 amSeduction: if ((Gear^.State and gstMoving) = 0) then
   840                 amSeduction: if ((Gear^.State and gstMoving) = 0) then
   841                              begin
   841                              begin
   842                              DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
   842                              DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
   843                              DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
   843                              DrawCircle(ox, oy, cSeductionDist - 2, 4, $FF, $00, $00, $AA);
   844                              end;
   844                              end;
   845                 amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   845                 amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   846                 amRubber,
   846                 amRubber,
   847                 amGirder: if ((Gear^.State and gstMoving) = 0) then
   847                 amGirder: if ((Gear^.State and gstMoving) = 0) then
   848                     begin
   848                     begin
   884                 amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   884                 amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   885                 amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   885                 amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
   886                 amLandGun: DrawSpriteRotated(sprHandLandGun, hx, hy, sign, aangle);
   886                 amLandGun: DrawSpriteRotated(sprHandLandGun, hx, hy, sign, aangle);
   887                 amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
   887                 amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
   888                 amResurrector: if ((Gear^.State and gstMoving) = 0) then
   888                 amResurrector: if ((Gear^.State and gstMoving) = 0) then
   889                     DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
   889                     DrawCircle(ox, oy, cResurrectorDist - 2, 4, $F5, $DB, $35, $AA);
   890                 amFirePunch: DrawSpriteRotatedF(sprFirePunch, hx + 6 * sign + 1, hy - 5, (RealTicks div 50) mod 16, sign, 0);
   890                 amFirePunch: DrawSpriteRotatedF(sprFirePunch, hx + 6 * sign + 1, hy - 5, (RealTicks div 50) mod 16, sign, 0);
   891             end;
   891             end;
   892 
   892 
   893             case amt of
   893             case amt of
   894                 amAirAttack,
   894                 amAirAttack,