1054 Tint((cExplosionBorderColor shr RShift) and $FF, |
1054 Tint((cExplosionBorderColor shr RShift) and $FF, |
1055 (cExplosionBorderColor shr GShift) and $FF, |
1055 (cExplosionBorderColor shr GShift) and $FF, |
1056 (cExplosionBorderColor shr BShift) and $FF, |
1056 (cExplosionBorderColor shr BShift) and $FF, |
1057 $FF); |
1057 $FF); |
1058 // Needs a nicer white texture to tint |
1058 // Needs a nicer white texture to tint |
1059 //DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1059 DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1060 //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
1060 //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
1061 DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
1061 //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
1062 Tint($FF, $FF, $FF, $FF); |
1062 Tint($FF, $FF, $FF, $FF); |
1063 end |
1063 end |
1064 else if not isInLag then |
1064 else if not isInLag then |
1065 begin |
1065 begin |
1066 if vobVelocity = 0 then |
1066 if vobVelocity = 0 then |