217 vgtDroplet: if SuddenDeathDmg then |
217 vgtDroplet: if SuddenDeathDmg then |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
219 else |
219 else |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
222 vgtStraightShot: begin |
222 vgtStraightShot: begin |
223 if Gear^.dX < 0 then |
223 if Gear^.dX < 0 then |
224 i:= -1 |
224 i:= -1 |
225 else |
225 else |
226 i:= 1; |
226 i:= 1; |
227 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
227 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
262 end |
262 end |
263 else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then |
263 else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then |
264 DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
264 DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
265 end; |
265 end; |
266 vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
266 vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
267 vgtHealthTag: if Gear^.Tex <> nil then |
267 vgtHealthTag: if Gear^.Tex <> nil then |
268 begin |
268 begin |
269 if Gear^.Frame = 0 then |
269 if Gear^.Frame = 0 then |
270 DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
270 DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
271 else |
271 else |
272 begin |
272 begin |
273 SetScale(cDefaultZoomLevel); |
273 SetScale(cDefaultZoomLevel); |
274 if Gear^.Angle = 0 then |
274 if Gear^.Angle = 0 then |
275 DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
275 DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
276 else |
276 else |
277 DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); |
277 DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); |
278 SetScale(zoom) |
278 SetScale(zoom) |
279 end |
279 end |
280 end; |
280 end; |
281 vgtStraightShot: begin |
281 vgtStraightShot: begin |
282 if Gear^.dX < 0 then |
282 if Gear^.dX < 0 then |
283 i:= -1 |
283 i:= -1 |
284 else |
284 else |
285 i:= 1; |
285 i:= 1; |
286 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
286 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |