209 end; |
209 end; |
210 amBaseballBat: begin |
210 amBaseballBat: begin |
211 CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0); |
211 CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0); |
212 PlaySound(sndBaseballBat) // TODO: Only play if something is hit? |
212 PlaySound(sndBaseballBat) // TODO: Only play if something is hit? |
213 end; |
213 end; |
214 amParachute: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0); |
214 amParachute: begin |
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215 CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0); |
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216 PlaySound(sndParachute) |
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217 end; |
215 // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear. |
218 // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear. |
216 amAirAttack: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0); |
219 amAirAttack: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0); |
217 amMineStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0); |
220 amMineStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0); |
218 amBlowTorch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0); |
221 amBlowTorch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0); |
219 amGirder: CurAmmoGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0); |
222 amGirder: CurAmmoGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0); |