# HG changeset patch # User nemo # Date 1267912603 0 # Node ID 312e74a216031245696eb25094a7916f4866116a # Parent 0f0789204802c0e11295a632739a7407ec815921 Try out "tumbling" frame as a drowning frame diff -r 0f0789204802 -r 312e74a21603 hedgewars/uGears.pas --- a/hedgewars/uGears.pas Sat Mar 06 21:32:04 2010 +0000 +++ b/hedgewars/uGears.pas Sat Mar 06 21:56:43 2010 +0000 @@ -1590,10 +1590,14 @@ end; end; gtExplosives: begin - i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; - if i > 18 then i:= 0; - if Gear^.State and gstAnimation = 0 then + if ((Gear^.State and gstDrowning) <> 0) then + DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0) + else if Gear^.State and gstAnimation = 0 then + begin + i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; + if i > 18 then i:= 0; DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i) + end else if Gear^.State and gsttmpFlag = 0 then DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle) else