1032 else if Gear^.State and gsttmpFlag = 0 then |
1032 else if Gear^.State and gsttmpFlag = 0 then |
1033 DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
1033 DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
1034 else |
1034 else |
1035 DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle); |
1035 DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle); |
1036 end; |
1036 end; |
1037 gtDynamite: DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
1037 gtDynamite: begin writeln(stdout, 'FIXME'); halt(-3); end; //DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
1038 gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
1038 gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
1039 gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
1039 gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
1040 gtFlame: if Gear^.Tag and 1 = 0 then |
1040 gtFlame: if Gear^.Tag and 1 = 0 then |
1041 DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) |
1041 DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) |
1042 else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); |
1042 else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); |