315 vgtBulletHit: begin |
315 vgtBulletHit: begin |
316 dx:= 0; |
316 dx:= 0; |
317 dy:= 0; |
317 dy:= 0; |
318 FrameTicks:= 350; |
318 FrameTicks:= 350; |
319 Frame:= 7; |
319 Frame:= 7; |
320 Angle := 0; |
320 Angle:= 0; |
321 end; |
321 end; |
322 vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed); |
322 vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed); |
323 vgtStraightShot: begin |
323 vgtStraightShot: begin |
|
324 Scale:= 1.0; |
324 dx:= 0.001 * random(45); |
325 dx:= 0.001 * random(45); |
325 dy:= 0.001 * (random(20) + 25); |
326 dy:= 0.001 * (random(20) + 25); |
326 State:= ord(sprHealth); |
327 State:= ord(sprHealth); |
327 if random(2) = 0 then dx := -dx; |
328 if random(2) = 0 then dx := -dx; |
328 Frame:= 0; |
329 Frame:= 0; |
590 if Gear^.Angle = 0 then DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
592 if Gear^.Angle = 0 then DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
591 else DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); |
593 else DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); |
592 SetScale(zoom) |
594 SetScale(zoom) |
593 end |
595 end |
594 end; |
596 end; |
595 //if Ger^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
597 vgtStraightShot: begin |
596 vgtStraightShot: DrawRotatedF(TSprite(Gear^.State), round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
598 if Gear^.dX < 0 then i:= -1 else i:= 1; |
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599 DrawTextureF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height); |
|
600 end; |
597 end; |
601 end; |
598 if (cReducedQuality and rqAntiBoom) = 0 then |
602 if (cReducedQuality and rqAntiBoom) = 0 then |
599 case Gear^.Kind of |
603 case Gear^.Kind of |
600 vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
604 vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
601 end; |
605 end; |