1015 Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
1015 Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
1016 DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); |
1016 DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); |
1017 Tint($FF, $FF, $FF, $FF); |
1017 Tint($FF, $FF, $FF, $FF); |
1018 end; |
1018 end; |
1019 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1019 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1020 gtFlake: if vobVelocity = 0 then |
1020 gtFlake: if not isInLag then |
1021 //DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) |
1021 begin |
1022 DrawSprite(sprFlake, x, y, Gear^.Timer) |
1022 if vobVelocity = 0 then |
1023 else |
1023 //DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) |
1024 //DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); |
1024 DrawSprite(sprFlake, x, y, Gear^.Timer) |
1025 DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle); |
1025 else |
|
1026 //DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); |
|
1027 DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle) |
|
1028 end; |
1026 |
1029 |
1027 end; |
1030 end; |
1028 if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex); |
1031 if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex); |
1029 end; |
1032 end; |
1030 |
1033 |