--- a/hedgewars/uGearsRender.pas Wed May 02 14:41:21 2012 +0100
+++ b/hedgewars/uGearsRender.pas Wed May 02 16:36:11 2012 +0100
@@ -176,10 +176,10 @@
if RopePoints.Count > 0 then
- DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
+ DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
else
if Gear^.Elasticity.QWordValue > 0 then
- DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
@@ -224,7 +224,7 @@
end
else if (Gear^.State and gstHHGone) <> 0 then
begin
- DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
+ DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
exit
end;
@@ -235,7 +235,7 @@
if HH^.Effects[hePoisoned] then
begin
Tint($00, $FF, $40, $40);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
+ DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
Tint($FF, $FF, $FF, $FF)
end;
@@ -335,7 +335,7 @@
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
- DrawRotatedTex(HH^.Team^.CrosshairTex,
+ DrawTextureRotated(HH^.Team^.CrosshairTex,
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0,
sign * (Gear^.Angle * 180.0) / cMaxAngle);
end;
@@ -347,20 +347,20 @@
case CurAmmoGear^.Kind of
gtShotgunShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
- DrawRotated(sprShotgun, hx, hy, sign, aangle)
+ DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle)
else
- DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+ DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
end;
- gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
+ gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle);
gtSniperRifleShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
- DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
+ DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
else
- DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
+ DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
end;
- gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+ gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
gtRCPlane: begin
- DrawRotated(sprHandPlane, hx, hy, sign, 0);
+ DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0);
defaultPos:= false
end;
gtRope: begin
@@ -386,12 +386,12 @@
with HH^ do
if (HatTex <> nil) then
begin
- DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
+ DrawTextureRotatedF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
if HatTex^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
- DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
+ DrawTextureRotatedF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
Tint($FF, $FF, $FF, $FF)
end
@@ -402,7 +402,7 @@
end;
gtBlowTorch:
begin
- DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
+ DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle);
DrawHedgehog(sx, sy,
sign,
3,
@@ -435,7 +435,7 @@
end;
defaultPos:= false
end;
- gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
+ gtShover: DrawSpriteRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
gtFirePunch:
begin
DrawHedgehog(sx, sy,
@@ -453,7 +453,7 @@
gtTeleport: defaultPos:= false;
gtWhip:
begin
- DrawRotatedF(sprWhip,
+ DrawSpriteRotatedF(sprWhip,
sx,
sy,
1,
@@ -463,7 +463,7 @@
end;
gtHammer:
begin
- DrawRotatedF(sprHammer,
+ DrawSpriteRotatedF(sprHammer,
sx,
sy,
1,
@@ -473,7 +473,7 @@
end;
gtResurrector:
begin
- DrawRotated(sprHandResurrector, sx, sy, 0, 0);
+ DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0);
defaultPos:= false
end;
gtKamikaze:
@@ -485,7 +485,7 @@
6,
0)
else
- DrawRotatedF(sprKamikaze,
+ DrawSpriteRotatedF(sprKamikaze,
ox, oy,
CurAmmoGear^.Pos - 1,
sign,
@@ -502,7 +502,7 @@
0)
else
begin
- DrawRotatedF(sprDress,
+ DrawSpriteRotatedF(sprDress,
ox, oy,
CurAmmoGear^.Pos,
sign,
@@ -513,14 +513,14 @@
end;
gtFlamethrower:
begin
- DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
if CurAmmoGear^.Tex <> nil then
- DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
+ DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex)
end;
gtLandGun:
- begin DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+ begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
if CurAmmoGear^.Tex <> nil then
- DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
+ DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex)
end;
end;
@@ -568,7 +568,7 @@
end
else
begin
- DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
+ DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
sx,
sy,
Gear^.Pos,
@@ -594,49 +594,49 @@
amt:= CurrentHedgehog^.CurAmmoType;
CurWeapon:= GetCurAmmoEntry(HH^);
case amt of
- amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
- amSnowball: DrawRotated(sprHandSnowball, hx, hy, sign, aangle);
- amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
- amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
- amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
- amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
- amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
- amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
- amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
- amSineGun: DrawRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle);
+ amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle);
+ amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle);
+ amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle);
+ amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle);
+ amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
+ amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle);
+ amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle);
+ amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
+ amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle);
+ amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle);
amPortalGun:
if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
- DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
+ DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
else
- DrawRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle);
+ DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle);
- amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
- amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
- amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
- amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
- amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
- amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
- amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
- amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
- amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
- amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
- amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
- amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
+ amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
+ amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle);
+ amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle);
+ amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle);
+ amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle);
+ amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle);
+ amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle);
+ amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle);
+ amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle);
+ amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle);
+ amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle);
+ amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle);
amSeduction: begin
- DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
+ DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
//Tint($FF, $0, $0, $AA);
//DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
//Tint($FF, $FF, $FF, $FF);
end;
- amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRCPlane: begin
- DrawRotated(sprHandPlane, hx, hy, sign, 0);
+ DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0);
defaultPos:= false
end;
amGirder: begin
- DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
+ DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle);
DrawSpriteClipped(sprGirder,
ox-256,
oy-256,
@@ -645,34 +645,34 @@
cWaterLine+WorldDy,
LongInt(leftX)+WorldDx)
end;
- amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- amLandGun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+ amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
end;
case amt of
amAirAttack,
amMineStrike,
- amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
+ amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0);
amPickHammer: DrawHedgehog(sx, sy,
sign,
1,
2,
0);
- amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
+ amTeleport: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0);
amKamikaze: DrawHedgehog(sx, sy,
sign,
1,
5,
0);
- amWhip: DrawRotatedF(sprWhip,
+ amWhip: DrawSpriteRotatedF(sprWhip,
sx,
sy,
0,
sign,
0);
- amHammer: DrawRotatedF(sprHammer,
+ amHammer: DrawSpriteRotatedF(sprHammer,
sx,
sy,
0,
@@ -700,7 +700,7 @@
end;
case amt of
- amBaseballBat: DrawRotated(sprHandBaseball,
+ amBaseballBat: DrawSpriteRotated(sprHandBaseball,
sx - 4 * sign,
sy + 9, sign, aangle);
end;
@@ -736,7 +736,7 @@
begin
if defaultPos then
begin
- DrawRotatedF(sprHHIdle,
+ DrawSpriteRotatedF(sprHHIdle,
sx,
sy,
(RealTicks div 128 + Gear^.Pos) mod 19,
@@ -828,7 +828,7 @@
DrawSprite(sprJetpack, sx-36, sy-28, 3)
end;
if CurAmmoGear^.Tex <> nil then
- DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
+ DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawAltWeapon(Gear, sx, sy)
end;
end;
@@ -847,17 +847,17 @@
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
- DrawCentered(ox, t, HealthTagTex)
+ DrawTextureCentered(ox, t, HealthTagTex)
end;
if (cTagsMask and htName) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
- DrawCentered(ox, t, NameTagTex)
+ DrawTextureCentered(ox, t, NameTagTex)
end;
if (cTagsMask and htTeamName) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
- DrawCentered(ox, t, Team^.NameTagTex)
+ DrawTextureCentered(ox, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $FF)
@@ -865,7 +865,7 @@
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then
- DrawCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);
+ DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, ox - 16, oy - 64,
@@ -880,7 +880,7 @@
if HH^.Effects[hePoisoned] then
begin
Tint($00, $FF, $40, $80);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
+ DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
end;
if HH^.Effects[heResurrected] then
begin
@@ -913,43 +913,43 @@
begin
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
- DrawRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
+ DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else
- DrawRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
+ DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
case Gear^.Kind of
- gtGrenade: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
- gtSnowball: DrawRotated(sprSnowball, x, y, 0, Gear^.DirAngle);
- gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
+ gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle);
+ gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle);
+ gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle);
gtMolotov: if (Gear^.State and gstDrowning) = 0 then
- DrawRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX))
+ DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX))
else DrawSprite(sprMolotov, x, y, 8);
gtRCPlane: begin
aangle:= Gear^.Angle * 360 / 4096;
if Gear^.Tag < 0 then aangle:= 360-aangle;
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF);
- DrawRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90);
+ DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90);
Tint($FF, $FF, $FF, $FF);
- DrawRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90)
+ DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90)
end;
- gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
+ gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
- DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
- else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
+ DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
+ else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
- DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
+ DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
else
- DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHedgehog: DrawHH(Gear, x, y);
- gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtGrave: begin
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
@@ -962,21 +962,21 @@
Tint($FF, $FF, $FF, $FF)
end
end;
- gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
gtRope: DrawRope(Gear);
gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
- DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
+ DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then
- DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
- else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+ DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
+ else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
- DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
+ DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then
- DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
- else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+ DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
+ else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
gtCase: if ((Gear^.Pos and posCaseAmmo) <> 0) then
begin
@@ -1011,12 +1011,12 @@
DrawSprite(sprExplosives, x - 24, y - 24, i)
end
else if Gear^.State and gsttmpFlag = 0 then
- DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
+ DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
else
- DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
+ DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
end;
gtDynamite: DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
- gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
+ gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
gtFlame: if Gear^.Tag and 1 = 0 then
DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16)
@@ -1027,16 +1027,16 @@
end;
gtAirAttack: begin
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF);
- DrawRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0);
+ DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0);
Tint($FF, $FF, $FF, $FF);
- DrawRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0);
+ DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0);
end;
- gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= Gear^.Hedgehog^.Gear;
if not Gear^.Hedgehog^.Unplaced then
- DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
- DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
+ DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
+ DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
end;
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
gtTarget: begin
@@ -1044,17 +1044,17 @@
DrawSprite(sprTarget, x - 16, y - 16, 0);
Tint($FF, $FF, $FF, $FF);
end;
- gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
- DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
+ DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
else
- DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
+ DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
gtSeduction: if Gear^.Pos >= 14 then
DrawSprite(sprSeduction, x - 16, y - 16, 0);
- gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
- gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
- gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
+ gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
+ gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
+ gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
gtBirdy: begin
if Gear^.State and gstAnimation = gstAnimation then
begin
@@ -1089,7 +1089,7 @@
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
end;
- gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
+ gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
gtPiano: begin
if (Gear^.State and gstDrowning) = 0 then
begin
@@ -1107,16 +1107,16 @@
Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
else
Tint($C0, $C0, $00, $C0);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
+ DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
Tint($FF, $FF, $FF, $FF)
end;
gtResurrector: begin
- DrawRotated(sprCross, x, y, 0, 0);
+ DrawSpriteRotated(sprCross, x, y, 0, 0);
Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
Tint($FF, $FF, $FF, $FF);
end;
- gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then
begin
Tint((ExplosionBorderColor shr RShift) and $FF,
@@ -1124,8 +1124,8 @@
(ExplosionBorderColor shr BShift) and $FF,
$FF);
// Needs a nicer white texture to tint
- DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
- //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
+ DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
+ //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
Tint($FF, $FF, $FF, $FF);
end
@@ -1140,9 +1140,9 @@
if vobVelocity = 0 then
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
- DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
+ DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
-//DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
+//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then
Tint($FF, $FF, $FF, $FF);
end;
@@ -1171,7 +1171,7 @@
end;
if Gear^.RenderTimer and (Gear^.Tex <> nil) then
- DrawCentered(x + 8, y + 8, Gear^.Tex);
+ DrawTextureCentered(x + 8, y + 8, Gear^.Tex);
end;
end.