hedgewars/GearDrawing.inc
changeset 3387 733f4001b8b9
child 3390 1d4926d10a9e
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/GearDrawing.inc	Sat May 01 17:29:48 2010 +0000
@@ -0,0 +1,737 @@
+procedure DrawHH(Gear: PGear);
+var i, t: LongInt;
+    amt: TAmmoType;
+    hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt;  // hedgehog, crosshair, temp, sprite, direction
+    lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real;  // laser, change
+    defaultPos, HatVisible: boolean;
+    VertexBuffer: array [0..1] of TVertex2f;
+    HH: PHedgehog;
+begin
+HH:= PHedgehog(Gear^.Hedgehog);
+if HH^.Unplaced then exit;
+m:= 1;
+if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
+if (Gear^.State and gstHHDeath) <> 0 then
+    begin
+    DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
+    exit
+    end
+else if (Gear^.State and gstHHGone) <> 0 then
+    begin
+    DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0);
+    exit
+    end;
+
+defaultPos:= true;
+HatVisible:= false;
+
+sx:= hwRound(Gear^.X) + 1 + WorldDx;
+sy:= hwRound(Gear^.Y) - 3 + WorldDy;
+
+if HH^.Effects[hePoisoned] then
+    begin
+    Tint($4040FF00);
+    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
+    Tint($FFFFFFFF)
+    end;
+
+if ((Gear^.State and gstWinner) <> 0) and
+   ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
+    begin
+    DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX),
+            2,
+            0,
+            0);
+    defaultPos:= false
+    end;
+if (Gear^.State and gstDrowning) <> 0 then
+    begin
+    DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX),
+            1,
+            7,
+            0);
+    defaultPos:= false
+    end else
+if (Gear^.State and gstLoser) <> 0 then
+    begin
+    DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX),
+            2,
+            3,
+            0);
+    defaultPos:= false
+    end else
+
+if (Gear^.State and gstHHDriven) <> 0 then
+    begin
+    if ((Gear^.State and gstHHThinking) = 0) and
+       (ShowCrosshair  or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
+       ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
+        begin
+(* These calculations are a little complex for a few reasons:
+   1: I need to draw the laser from weapon origin to nearest land
+   2: I need to start the beam outside the hedgie for attractiveness.
+   3: I need to extend the beam beyond land.
+   This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
+*)
+        dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle);
+        dy:= - Cos(Gear^.Angle * pi / cMaxAngle);
+        if cLaserSighting then
+            begin
+            lx:= hwRound(Gear^.X);
+            ly:= hwRound(Gear^.Y);
+            lx:= lx + dx * 16;
+            ly:= ly + dy * 16;
+
+            ax:= dx * 4;
+            ay:= dy * 4;
+
+            tx:= round(lx);
+            ty:= round(ly);
+            hx:= tx;
+            hy:= ty;
+            while ((ty and LAND_HEIGHT_MASK) = 0) and
+                ((tx and LAND_WIDTH_MASK) = 0) and
+                (Land[ty, tx] = 0) do
+                begin
+                lx:= lx + ax;
+                ly:= ly + ay;
+                tx:= round(lx);
+                ty:= round(ly)
+                end;
+            // reached edge of land. assume infinite beam. Extend it way out past camera
+            if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
+                begin
+                tx:= round(lx + ax * (LAND_WIDTH div 4));
+                ty:= round(ly + ay * (LAND_WIDTH div 4));
+                end;
+
+            //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
+                begin
+                glDisable(GL_TEXTURE_2D);
+                glEnable(GL_LINE_SMOOTH);
+
+                glLineWidth(1.0);
+
+                Tint($C0FF0000);
+                VertexBuffer[0].X:= hx + WorldDx;
+                VertexBuffer[0].Y:= hy + WorldDy;
+                VertexBuffer[1].X:= tx + WorldDx;
+                VertexBuffer[1].Y:= ty + WorldDy;
+
+                glEnableClientState(GL_VERTEX_ARRAY);
+                glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+                glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
+                Tint($FFFFFFFF);
+                glEnable(GL_TEXTURE_2D);
+                glDisable(GL_LINE_SMOOTH);
+                end;
+            end;
+        // draw crosshair
+        cx:= Round(hwRound(Gear^.X) + dx * 80);
+        cy:= Round(hwRound(Gear^.Y) + dy * 80);
+        DrawRotatedTex(HH^.Team^.CrosshairTex,
+                12, 12, cx + WorldDx, cy + WorldDy, 0,
+                hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
+        end;
+    hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
+    hy:= hwRound(Gear^.Y) - 2 + WorldDy;
+    aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
+
+    if CurAmmoGear <> nil then
+    begin
+        case CurAmmoGear^.Kind of
+            gtShotgunShot: begin
+                    if (CurAmmoGear^.State and gstAnimation <> 0) then
+                        DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
+                    else
+                        DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+                end;
+            gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
+            gtSniperRifleShot: begin
+                    if (CurAmmoGear^.State and gstAnimation <> 0) then
+                        DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle)
+                    else
+                        DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle)
+                end;
+            gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
+            gtRCPlane: begin
+                DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
+                defaultPos:= false
+                end;
+            gtRope: begin
+                if Gear^.X < CurAmmoGear^.X then
+                    begin
+                    dAngle:= 0;
+                    hAngle:= 180;
+                    i:= 1
+                    end else
+                    begin
+                    dAngle:= 180;
+                    hAngle:= 0;
+                    i:= -1
+                    end;
+                sx:= hwRound(Gear^.X) + WorldDx;
+                sy:= hwRound(Gear^.Y) + WorldDy;
+               if ((Gear^.State and gstWinner) = 0) then
+                   begin
+                   DrawHedgehog(sx, sy,
+                           i,
+                           1,
+                           0,
+                           DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
+                   with HH^ do
+                       if (HatTex <> nil) then
+                           DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32,
+                               i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+                   end;
+                DrawAltWeapon(Gear, sx, sy);
+                defaultPos:= false
+                end;
+            gtBlowTorch: begin
+                DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
+                DrawHedgehog(sx, sy,
+                        hwSign(Gear^.dX),
+                        3,
+                        HH^.visStepPos div 2,
+                        0);
+                with HH^ do
+                    if (HatTex <> nil) then
+                       DrawTextureF(HatTex,
+                           1,
+                           sx,
+                           hwRound(Gear^.Y) - 8 + WorldDy,
+                           0,
+                           hwSign(Gear^.dX),
+                           32,
+                           32);
+                defaultPos:= false
+                end;
+            gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
+            gtFirePunch: begin
+                DrawHedgehog(sx, sy,
+                        hwSign(Gear^.dX),
+                        1,
+                        4,
+                        0);
+                defaultPos:= false
+                end;
+            gtPickHammer: begin
+                defaultPos:= false;
+                dec(sy,20);
+                end;
+            gtTeleport: defaultPos:= false;
+            gtWhip: begin
+                DrawRotatedF(sprWhip,
+                        sx,
+                        sy,
+                        1,
+                        hwSign(Gear^.dX),
+                        0);
+                defaultPos:= false
+                end;
+            gtKamikaze: begin
+                if CurAmmoGear^.Pos = 0 then
+                    DrawHedgehog(sx, sy,
+                            hwSign(Gear^.dX),
+                            1,
+                            6,
+                            0)
+                else
+                    DrawRotatedF(sprKamikaze,
+                            hwRound(Gear^.X) + WorldDx,
+                            hwRound(Gear^.Y) + WorldDy,
+                            CurAmmoGear^.Pos - 1,
+                            hwSign(Gear^.dX),
+                            aangle);
+                defaultPos:= false
+                end;
+            gtSeduction: begin
+                if CurAmmoGear^.Pos >= 6 then
+                    DrawHedgehog(sx, sy,
+                            hwSign(Gear^.dX),
+                            2,
+                            2,
+                            0)
+                else
+                    begin
+                    DrawRotatedF(sprDress,
+                            hwRound(Gear^.X) + WorldDx,
+                            hwRound(Gear^.Y) + WorldDy,
+                            CurAmmoGear^.Pos,
+                            hwSign(Gear^.dX),
+                            0);
+                    DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0)
+                    end;
+                defaultPos:= false
+                end;
+        end;
+
+        case CurAmmoGear^.Kind of
+            gtShotgunShot,
+            gtDEagleShot,
+            gtSniperRifleShot,
+            gtShover: begin
+                DrawHedgehog(sx, sy,
+                        hwSign(Gear^.dX),
+                        0,
+                        4,
+                        0);
+                defaultPos:= false;
+                HatVisible:= true
+            end
+        end
+    end else
+
+    if ((Gear^.State and gstHHJumping) <> 0) then
+    begin
+    DrawHedgehog(sx, sy,
+        hwSign(Gear^.dX)*m,
+        1,
+        1,
+        0);
+    HatVisible:= true;
+    defaultPos:= false
+    end else
+
+    if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then
+        begin
+        DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX),
+            0,
+            HH^.visStepPos div 2,
+            0);
+        defaultPos:= false;
+        HatVisible:= true
+        end
+    else
+
+    if ((Gear^.State and gstAnimation) <> 0) then
+        begin
+        if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
+            begin
+            Gear^.State:= Gear^.State and not gstAnimation;
+            end
+        else
+            begin
+            DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
+                    sx,
+                    sy,
+                    Gear^.Pos,
+                    hwSign(Gear^.dX),
+                    0.0);
+            defaultPos:= false
+            end
+        end
+    else
+    if ((Gear^.State and gstAttacked) = 0) then
+        begin
+        if HH^.Timer > 0 then
+            begin
+            // There must be a tidier way to do this. Anyone?
+            if aangle <= 90 then aangle:= aangle+360;
+            if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
+            else aangle:= aangle+((240-aangle)*HH^.Timer/10);
+            dec(HH^.Timer)
+            end;
+        amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
+        case amt of
+            amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
+            amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle);
+            amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle);
+            amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
+            amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle);
+            amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
+            amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+            amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
+            amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+            amPortalGun: DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle);
+            amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle);
+            amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
+            amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle);
+            amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle);
+            amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle);
+            amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle);
+            amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle);
+            amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle);
+            amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle);
+            amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle);
+            amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle);
+            amVampiric: DrawRotated(sprHandVamp, hx, hy, hwSign(Gear^.dX), aangle);
+            amRCPlane: begin
+                DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
+                defaultPos:= false
+                end;
+            amGirder: begin
+                DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle);
+                DrawSpriteClipped(sprGirder,
+                                  sx-256,
+                                  sy-256,
+                                  LongInt(topY)+WorldDy,
+                                  LongInt(rightX)+WorldDx,
+                                  cWaterLine+WorldDy,
+                                  LongInt(leftX)+WorldDx)
+                end;
+            amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
+        end;
+
+        case amt of
+            amAirAttack,
+            amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
+            amPickHammer: DrawHedgehog(sx, sy,
+                        hwSign(Gear^.dX),
+                        1,
+                        2,
+                        0);
+            amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0);
+            amKamikaze: DrawHedgehog(sx, sy,
+                        hwSign(Gear^.dX),
+                        1,
+                        5,
+                        0);
+            amWhip: DrawRotatedF(sprWhip,
+                        sx,
+                        sy,
+                        0,
+                        hwSign(Gear^.dX),
+                        0);
+        else
+            DrawHedgehog(sx, sy,
+                hwSign(Gear^.dX),
+                0,
+                4,
+                0);
+
+            HatVisible:= true;
+            (* with HH^ do
+                if (HatTex <> nil)
+                and (HatVisibility > 0) then
+                    DrawTextureF(HatTex,
+                        HatVisibility,
+                        sx,
+                        hwRound(Gear^.Y) - 8 + WorldDy,
+                        0,
+                        hwSign(Gear^.dX),
+                        32,
+                        32); *)
+        end;
+
+        case amt of
+            amBaseballBat: DrawRotated(sprHandBaseball,
+                    hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
+                    hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle);
+        end;
+
+        defaultPos:= false
+    end;
+
+end else // not gstHHDriven
+    begin
+    if (Gear^.Damage > 0)
+    and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
+        begin
+        DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX),
+            2,
+            1,
+            Gear^.DirAngle);
+        defaultPos:= false
+        end else
+
+    if ((Gear^.State and gstHHJumping) <> 0) then
+        begin
+        DrawHedgehog(sx, sy,
+            hwSign(Gear^.dX)*m,
+            1,
+            1,
+            0);
+        defaultPos:= false
+        end;
+    end;
+
+with HH^ do
+    begin
+    if defaultPos then
+        begin
+        DrawRotatedF(sprHHIdle,
+            sx,
+            sy,
+            (RealTicks div 128 + Gear^.Pos) mod 19,
+            hwSign(Gear^.dX),
+            0);
+        HatVisible:= true;
+        end;
+
+    if HatVisible then
+        if HatVisibility < 1.0 then
+            HatVisibility:= HatVisibility + 0.2
+        else
+    else
+        if HatVisibility > 0.0 then
+            HatVisibility:= HatVisibility - 0.2;
+
+    if (HatTex <> nil)
+    and (HatVisibility > 0) then
+        if DefaultPos then
+            DrawTextureF(HatTex,
+                HatVisibility,
+                sx,
+                hwRound(Gear^.Y) - 8 + WorldDy,
+                (RealTicks div 128 + Gear^.Pos) mod 19,
+                hwSign(Gear^.dX),
+                32,
+                32)
+        else
+            DrawTextureF(HatTex,
+                HatVisibility,
+                sx,
+                hwRound(Gear^.Y) - 8 + WorldDy,
+                0,
+                hwSign(Gear^.dX)*m,
+                32,
+                32);
+    end;
+if (Gear^.State and gstHHDriven) <> 0 then
+    begin
+(*    if (CurAmmoGear = nil) then
+        begin
+        amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
+        case amt of
+            amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
+            end
+        end; *)
+    if CurAmmoGear <> nil then
+        begin
+        case CurAmmoGear^.Kind of
+            gtJetpack: begin
+                       DrawSprite(sprJetpack, sx-32, sy-32, 0);
+                       if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1);
+                       if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
+                       if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
+                       if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
+                       DrawAltWeapon(Gear, sx, sy)
+                       end;
+            end;
+        end
+    end;
+
+with HH^ do
+    begin
+    if ((Gear^.State and not gstWinner) = 0)
+        or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
+        begin
+        t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
+        if (cTagsMask and htTransparent) <> 0 then
+            Tint($80FFFFFF);
+        if ((cTagsMask and htHealth) <> 0) then
+            begin
+            dec(t, HealthTagTex^.h + 2);
+            DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
+            end;
+        if (cTagsMask and htName) <> 0 then
+            begin
+            dec(t, NameTagTex^.h + 2);
+            DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
+            end;
+        if (cTagsMask and htTeamName) <> 0 then
+            begin
+            dec(t, Team^.NameTagTex^.h + 2);
+            DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
+            end;
+        if (cTagsMask and htTransparent) <> 0 then
+            Tint($FFFFFFFF)
+        end;
+    if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
+        begin
+        if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
+            DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
+                        GameTicks div 32 mod 16);
+
+        if (Gear^.State and gstDrowning) = 0 then
+            if (Gear^.State and gstHHThinking) <> 0 then
+                DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8)
+        end
+    end;
+
+if HH^.Effects[hePoisoned] then
+    begin
+    Tint($8040FF00);
+    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
+    end;
+
+if Gear^.Invulnerable then
+    begin
+    Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
+    DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
+    end;
+if cVampiric and
+   (CurrentHedgehog^.Gear <> nil) and
+   (CurrentHedgehog^.Gear = Gear) then
+    begin
+    Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
+    DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+    end;
+    Tint($FFFFFFFF)
+end;
+
+procedure DrawGears;
+var Gear, HHGear: PGear;
+    i: Longword;
+    startX, endX, startY, endY: LongInt;
+begin
+Gear:= GearsList;
+while Gear<>nil do
+    begin
+    case Gear^.Kind of
+       gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+       gtGasBomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+    gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+
+       gtRCPlane: begin
+                  if (Gear^.Tag = -1) then
+                     DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1,  DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
+                  else
+                     DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX));
+                  if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
+                     DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
+                  end;
+       gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle);
+// Still need portal types and states
+       gtPortal: DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0,0, Gear^.DirAngle);
+
+       gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+        gtHedgehog: DrawHH(Gear);
+
+    gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+       gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
+
+           gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
+
+             gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+      gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
+            gtRope: DrawRope(Gear);
+      gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+       gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
+            gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+                           DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
+                       else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
+                       else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+            gtCase: case Gear^.Pos of
+                         posCaseAmmo  : begin
+                                        i:= (GameTicks shr 6) mod 64;
+                                        if i > 18 then i:= 0;
+                                        DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+                                        end;
+                         posCaseHealth: begin
+                                        i:= ((GameTicks shr 6) + 38) mod 64;
+                                        if i > 13 then i:= 0;
+                                        DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+                                        end;
+                         posCaseUtility: begin
+                                        i:= (GameTicks shr 6) mod 70;
+                                        if i > 23 then i:= 0;
+                                        i:= i mod 12;
+                                        DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+                                        end;
+                         end;
+      gtExplosives: begin
+                    if ((Gear^.State and gstDrowning) <> 0) then
+                        DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0)
+                    else if Gear^.State and gstAnimation = 0 then
+                        begin
+                        i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
+                        if i > 18 then i:= 0;
+                        DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i)
+                        end
+                    else if Gear^.State and gsttmpFlag = 0 then
+                        DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle)
+                    else
+                        DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle);
+                    end;
+        gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
+     gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+         gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
+           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
+       gtParachute: begin
+                    DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
+                    DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
+                    end;
+       gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
+                                     else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
+         gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+        gtTeleport: begin
+                    HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
+                    if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0);
+                    DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
+                    end;
+        gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
+          gtTarget: begin
+                    Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
+                    DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
+                    Tint($FFFFFFFF);
+                    end;
+          gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+          gtCake: if Gear^.Pos = 6 then
+                     DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
+                  else
+                     DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0);
+       gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
+      gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle);
+      gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle);
+     gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+      gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+           gtBirdy: begin
+                    if Gear^.State and gstAnimation = gstAnimation then
+                        begin
+                        if Gear^.State and gstTmpFlag = 0 then // Appearing
+                            begin
+                            endX:= hwRound(Gear^.X);
+                            endY:= hwRound(Gear^.Y);
+                            if Gear^.Tag < 0 then
+                                startX:= max(LAND_WIDTH + 1024, endX + 2048)
+                            else
+                                startX:= max(-LAND_WIDTH - 1024, endX - 2048);
+                            startY:= endY - 256;
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + trunc((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+                            end
+                        else // Disappearing
+                            begin
+                            startX:= hwRound(Gear^.X);
+                            startY:= hwRound(Gear^.Y);
+                            if Gear^.Tag > 0 then
+                                endX:= max(LAND_WIDTH + 1024, startX + 2048)
+                            else
+                                endX:= max(-LAND_WIDTH - 1024, startX - 2048);
+                            endY:= startY + 256;
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + trunc((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+                            end;
+                        end
+                    else
+                        DrawTextureF(SpritesData[sprBirdy].Texture, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+                    end;
+    gtBigExplosion: begin
+                    Tint($FF, $FF, $FF, floor($FF * (1 - power(Gear^.Timer / 250, 4))));
+                    DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
+                    Tint($FFFFFFFF);
+                    end;
+             gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle);
+           gtPiano: begin
+                    if (Gear^.State and gstDrowning) = 0 then
+                        begin
+                        Tint($10FFFFFF);
+                        for i:= 8 downto 1 do
+                            DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
+                        Tint($FFFFFFFF)
+                        end;
+                    DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0);
+                    end;
+         end;
+      if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex);
+      Gear:= Gear^.NextGear
+      end;
+end;