536 begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
536 begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
537 if CurAmmoGear^.Tex <> nil then |
537 if CurAmmoGear^.Tex <> nil then |
538 DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
538 DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
539 end; |
539 end; |
540 gtIceGun: |
540 gtIceGun: |
541 begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
541 begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
542 if CurAmmoGear^.Tex <> nil then |
542 if CurAmmoGear^.Tex <> nil then |
543 DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
543 DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
544 end; |
544 end; |
545 end; |
545 end; |
546 |
546 |
667 LongInt(leftX)+WorldDx) |
667 LongInt(leftX)+WorldDx) |
668 end; |
668 end; |
669 amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
669 amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
670 amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
670 amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
671 amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
671 amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
672 amIceGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
672 amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
673 amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
673 amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
674 end; |
674 end; |
675 |
675 |
676 case amt of |
676 case amt of |
677 amAirAttack, |
677 amAirAttack, |