1117 Tint($FF, $FF, $FF, $FF); |
1117 Tint($FF, $FF, $FF, $FF); |
1118 end; |
1118 end; |
1119 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1119 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
1120 gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then |
1120 gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then |
1121 begin |
1121 begin |
1122 Tint((cExplosionBorderColor shr RShift) and $FF, |
1122 Tint((ExplosionBorderColor shr RShift) and $FF, |
1123 (cExplosionBorderColor shr GShift) and $FF, |
1123 (ExplosionBorderColor shr GShift) and $FF, |
1124 (cExplosionBorderColor shr BShift) and $FF, |
1124 (ExplosionBorderColor shr BShift) and $FF, |
1125 $FF); |
1125 $FF); |
1126 // Needs a nicer white texture to tint |
1126 // Needs a nicer white texture to tint |
1127 DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1127 DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1128 //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
1128 //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
1129 //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
1129 //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |