This should ensure rope can still be aimed quickly when an alt weapon is active.
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uGearsRender;interfaceuses uTypes, uConsts, GLunit, uFloat, SDLh;procedure RenderGear(Gear: PGear; x, y: LongInt);var RopePoints: record Count: Longword; HookAngle: GLfloat; ar: array[0..MAXROPEPOINTS] of record X, Y: hwFloat; dLen: hwFloat; b: boolean; sx, sy, sb: boolean; end; rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f; end;implementationuses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears;const // hog tag mask //htNone = $00; htTeamName = $01; htName = $02; htHealth = $04; htTransparent = $08;procedure DrawRopeLinesRQ(Gear: PGear);beginwith RopePoints do begin rounded[Count].X:= hwRound(Gear^.X); rounded[Count].Y:= hwRound(Gear^.Y); rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X); rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y); end;if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then begin glDisable(GL_TEXTURE_2D); //glEnable(GL_LINE_SMOOTH); glPushMatrix; glTranslatef(WorldDx, WorldDy, 0); glLineWidth(4.0); Tint($C0, $C0, $C0, $FF); glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]); glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2); Tint($FF, $FF, $FF, $FF); glPopMatrix; glEnable(GL_TEXTURE_2D); //glDisable(GL_LINE_SMOOTH) endend;function DrawRopeLine(X1, Y1, X2, Y2, roplen: LongInt): LongInt;var eX, eY, dX, dY: LongInt; i, sX, sY, x, y, d: LongInt; b: boolean;begin if (X1 = X2) and (Y1 = Y2) then begin //OutError('WARNING: zero length rope line!', false); exit end; eX:= 0; eY:= 0; dX:= X2 - X1; dY:= Y2 - Y1; if (dX > 0) then sX:= 1 else if (dX < 0) then begin sX:= -1; dX:= -dX end else sX:= dX; if (dY > 0) then sY:= 1 else if (dY < 0) then begin sY:= -1; dY:= -dY end else sY:= dY; if (dX > dY) then d:= dX else d:= dY; x:= X1; y:= Y1; for i:= 0 to d do begin inc(eX, dX); inc(eY, dY); b:= false; if (eX > d) then begin dec(eX, d); inc(x, sX); b:= true end; if (eY > d) then begin dec(eY, d); inc(y, sY); b:= true end; if b then begin inc(roplen); if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0) end end;DrawRopeLine:= roplen;end;procedure DrawRope(Gear: PGear);var roplen: LongInt; i: Longword;begin if (cReducedQuality and rqSimpleRope) <> 0 then DrawRopeLinesRQ(Gear) else begin roplen:= 0; if RopePoints.Count > 0 then begin i:= 0; while i < Pred(RopePoints.Count) do begin roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy, roplen); inc(i) end; roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, roplen); roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); end else if Gear^.Elasticity.QWordValue > 0 then roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); end;if RopePoints.Count > 0 then DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)else if Gear^.Elasticity.QWordValue > 0 then DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));end;procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);beginwith Gear^.Hedgehog^ do begin if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then exit; DrawTexture(sx + 16, sy + 16, ropeIconTex); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32); end;end;procedure DrawHH(Gear: PGear; ox, oy: LongInt);var i, t: LongInt; amt: TAmmoType; sign, hx, hy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change defaultPos, HatVisible: boolean; HH: PHedgehog; CurWeapon: PAmmo; iceOffset:Longint; r:TSDL_Rect;begin HH:= Gear^.Hedgehog; if HH^.Unplaced then exit; m:= 1; if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then m:= -1; sx:= ox + 1; // this offset is very common sy:= oy - 3; sign:= hwSign(Gear^.dX); if (Gear^.State and gstHHDeath) <> 0 then begin DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos); Tint(HH^.Team^.Clan^.Color shl 8 or $FF); DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8); Tint($FF, $FF, $FF, $FF); exit end else if (Gear^.State and gstHHGone) <> 0 then begin DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0); exit end; defaultPos:= true; HatVisible:= false; if HH^.Effects[heFrozen] > 0 then if HH^.Effects[heFrozen] < 150000 then begin DrawHedgehog(sx, sy, sign, 0, 0, 0); defaultPos:= false; if HH^.Effects[heFrozen] < 256 then HatVisible:= true else HatVisible:= false end else begin DrawHedgehog(sx, sy, sign, 2, 4, 0); defaultPos:= false; HatVisible:= false end; if HH^.Effects[hePoisoned] <> 0 then begin Tint($00, $FF, $40, $40); DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360); Tint($FF, $FF, $FF, $FF) end; if ((Gear^.State and gstWinner) <> 0) and ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then begin DrawHedgehog(sx, sy, sign, 2, 0, 0); defaultPos:= false end; if (Gear^.State and gstDrowning) <> 0 then begin DrawHedgehog(sx, sy, sign, 1, 7, 0); defaultPos:= false end else if (Gear^.State and gstLoser) <> 0 then begin DrawHedgehog(sx, sy, sign, 2, 3, 0); defaultPos:= false end else if (Gear^.State and gstHHDriven) <> 0 then begin if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and/// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or/// If no current ammo is active, and the selected ammo uses a crosshair ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 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:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle); dy:= -Cos(Gear^.Angle * pi / cMaxAngle); if cLaserSighting then begin lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle); ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle); // ensure we start outside the hedgehog (he's solid after all) while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do begin lx:= lx + dx; ly:= ly + dy end; // add hog's position lx:= lx + ox - WorldDx; ly:= ly + oy - WorldDy; // decrease number of iterations required 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 // TODO: check for constant variable instead begin lx:= lx + ax; ly:= ly + ay; tx:= round(lx); ty:= round(ly); if (abs(tx-hx) > 1000) or (abs(hy-ty) > 1000) then begin DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); hx:= tx; hy:= ty end 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 * (max(LAND_WIDTH,4096) div 2)); ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2)); end; //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then if (tx <> hx) or (ty <> hy) then begin DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); end; end; // draw crosshair CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); DrawTextureRotated(HH^.Team^.CrosshairTex, 12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0, sign * (Gear^.Angle * 180.0) / cMaxAngle); end; hx:= ox + 8 * sign; hy:= oy - 2; aangle:= Gear^.Angle * 180 / cMaxAngle - 90; if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then begin case CurAmmoGear^.Kind of gtShotgunShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle) else DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); end; gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle); gtSniperRifleShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle) else DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle) end; gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); gtRCPlane: begin DrawSpriteRotated(sprHandPlane, hx, hy, sign, 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; if ((Gear^.State and gstWinner) = 0) then begin DrawHedgehog(ox, oy, i, 1, 0, DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); with HH^ do if (HatTex <> nil) then begin DrawTextureRotatedF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color shl 8 or $FF); DrawTextureRotatedF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); Tint($FF, $FF, $FF, $FF) end end end; DrawAltWeapon(Gear, ox, oy); defaultPos:= false end; gtBlowTorch: begin DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle); DrawHedgehog(sx, sy, sign, 3, HH^.visStepPos div 2, 0); with HH^ do if (HatTex <> nil) then begin DrawTextureF(HatTex, 1, sx, sy - 5, 0, sign, 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color shl 8 or $FF); DrawTextureF(HatTex, 1, sx, sy - 5, 32, sign, 32, 32); Tint($FF, $FF, $FF, $FF) end end; defaultPos:= false end; gtShover: DrawSpriteRotated(sprHandBaseball, hx, hy, sign, aangle + 180); gtFirePunch: begin DrawHedgehog(sx, sy, sign, 1, 4, 0); defaultPos:= false end; gtPickHammer: begin defaultPos:= false; dec(sy,20); end; gtTeleport: defaultPos:= false; gtWhip: begin DrawSpriteRotatedF(sprWhip, sx, sy, 1, sign, 0); defaultPos:= false end; gtHammer: begin DrawSpriteRotatedF(sprHammer, sx, sy, 1, sign, 0); defaultPos:= false end; gtResurrector: begin DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0); defaultPos:= false end; gtKamikaze: begin if CurAmmoGear^.Pos = 0 then DrawHedgehog(sx, sy, sign, 1, 6, 0) else DrawSpriteRotatedF(sprKamikaze, ox, oy, CurAmmoGear^.Pos - 1, sign, aangle); defaultPos:= false end; gtSeduction: begin if CurAmmoGear^.Pos >= 6 then DrawHedgehog(sx, sy, sign, 2, 2, 0) else begin DrawSpriteRotatedF(sprDress, ox, oy, CurAmmoGear^.Pos, sign, 0); DrawSprite(sprCensored, ox - 32, oy - 20, 0) end; defaultPos:= false end; gtFlamethrower: begin DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); if CurAmmoGear^.Tex <> nil then DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) end; gtLandGun: begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); if CurAmmoGear^.Tex <> nil then DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) end; gtIceGun: begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); if CurAmmoGear^.Tex <> nil then DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) end; end; case CurAmmoGear^.Kind of gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtShover: begin DrawHedgehog(sx, sy, sign, 0, 4, 0); defaultPos:= false; HatVisible:= true end end end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, sign*m, 1, 1, 0); HatVisible:= true; defaultPos:= false end else if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then begin DrawHedgehog(sx, sy, sign, 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 DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, sx, sy, Gear^.Pos, sign, 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^.CurAmmoType; CurWeapon:= GetCurAmmoEntry(HH^); case amt of amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle); amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle); amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle); amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle); amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle); amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle); amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle); amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle); amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle) else DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle); amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle); amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle); amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle); amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle); amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle); amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle); amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle); amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle); amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle); amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle); amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle); amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle); amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle); amSeduction: begin DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle); DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA); //Tint($FF, $0, $0, $AA); //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10); //Tint($FF, $FF, $FF, $FF); end; amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); amRCPlane: begin DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); defaultPos:= false end; amGirder: begin DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle); DrawSpriteClipped(sprGirder, ox-256, oy-256, LongInt(topY)+WorldDy, LongInt(rightX)+WorldDx, cWaterLine+WorldDy, LongInt(leftX)+WorldDx) end; amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here end; case amt of amAirAttack, amMineStrike, amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0); amPickHammer: DrawHedgehog(sx, sy, sign, 1, 2, 0); amTeleport: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0); amKamikaze: DrawHedgehog(sx, sy, sign, 1, 5, 0); amWhip: DrawSpriteRotatedF(sprWhip, sx, sy, 0, sign, 0); amHammer: DrawSpriteRotatedF(sprHammer, sx, sy, 0, sign, 0); else DrawHedgehog(sx, sy, sign, 0, 4, 0); HatVisible:= true; (* with HH^ do if (HatTex <> nil) and (HatVisibility > 0) then DrawTextureF(HatTex, HatVisibility, sx, sy - 5, 0, sign, 32, 32); *) end; case amt of amBaseballBat: DrawSpriteRotated(sprHandBaseball, sx - 4 * sign, sy + 9, sign, aangle); end; defaultPos:= false end; end else // not gstHHDriven begin if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then begin DrawHedgehog(sx, sy, sign, 2, 1, Gear^.DirAngle); defaultPos:= false end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, sign*m, 1, 1, 0); defaultPos:= false end; end; with HH^ do begin if defaultPos then begin if HH^.Team^.hasGone then Tint($FF, $FF, $FF, $80); DrawSpriteRotatedF(sprHHIdle, sx, sy, (RealTicks div 128 + Gear^.Pos) mod 19, sign, 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 begin DrawTextureF(HatTex, HatVisibility, sx, sy - 5, (RealTicks div 128 + Gear^.Pos) mod 19, sign, 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color shl 8 or $FF); DrawTextureF(HatTex, HatVisibility, sx, sy - 5, (RealTicks div 128 + Gear^.Pos) mod 19 + 32, sign, 32, 32); Tint($FF, $FF, $FF, $FF) end; if HH^.Team^.hasGone then Tint($FF, $FF, $FF, $FF) end else begin DrawTextureF(HatTex, HatVisibility, sx, sy - 5, 0, sign*m, 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color shl 8 or $FF); DrawTextureF(HatTex, HatVisibility, sx, sy - 5, 32, sign*m, 32, 32); Tint($FF, $FF, $FF, $FF) end end end; if (Gear^.State and gstHHDriven) <> 0 then begin (* if (CurAmmoGear = nil) then begin amt:= CurrentHedgehog^.CurAmmoType; case amt of amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); end end; *) if CurAmmoGear <> nil then begin case CurAmmoGear^.Kind of gtJetpack: begin DrawSprite(sprJetpack, sx-32, sy-32, 0); if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then begin if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1); if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2); if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3) end; if CurAmmoGear^.Tex <> nil then DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex); DrawAltWeapon(Gear, sx, sy) end; end; end end; with HH^ do begin if ((Gear^.State and (not gstWinner)) = 0) or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0)) or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then begin t:= sy - cHHRadius - 9; if (cTagsMask and htTransparent) <> 0 then Tint($FF, $FF, $FF, $80); if ((cTagsMask and htHealth) <> 0) then begin dec(t, HealthTagTex^.h + 2); DrawTextureCentered(ox, t, HealthTagTex) end; if (cTagsMask and htName) <> 0 then begin dec(t, NameTagTex^.h + 2); DrawTextureCentered(ox, t, NameTagTex) end; if (cTagsMask and htTeamName) <> 0 then begin dec(t, Team^.NameTagTex^.h + 2); DrawTextureCentered(ox, t, Team^.NameTagTex) end; if (cTagsMask and htTransparent) <> 0 then Tint($FF, $FF, $FF, $FF) end; if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog begin if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex); if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then DrawSprite(sprFinger, ox - 16, oy - 64, GameTicks div 32 mod 16); if (Gear^.State and gstDrowning) = 0 then if (Gear^.State and gstHHThinking) <> 0 then DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8) end end; if HH^.Effects[hePoisoned] <> 0 then begin Tint($00, $FF, $40, $80); DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); end; if HH^.Effects[heResurrected] <> 0 then begin Tint($f5, $db, $35, $20); DrawSprite(sprVampiric, sx - 24, sy - 24, 0); end; if Gear^.Invulnerable then begin Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); end; if HH^.Effects[heFrozen] < 150000 then begin if HH^.Effects[heFrozen] < 150000 then Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800)); iceOffset:= min(32, HH^.Effects[heFrozen] div 8); r.x := 128; r.y := 96 - iceOffset; r.w := 32; r.h := iceOffset; if sign = -1 then DrawTextureFromRectDir(sx + sign*2, sy+16-iceoffset, r.w, r.h, @r, HHTexture, sign) else DrawTextureFromRectDir(sx-16 + sign*2, sy+16-iceoffset, r.w, r.h, @r, HHTexture, sign); if HH^.Effects[heFrozen] < 150000 then Tint($FF, $FF, $FF, $FF); end; if cVampiric and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear = Gear) then begin Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); DrawSprite(sprVampiric, sx - 24, sy - 24, 0); end; Tint($FF, $FF, $FF, $FF)end;procedure RenderGear(Gear: PGear; x, y: LongInt);var HHGear: PGear; vg: PVisualGear; i: Longword; aAngle: real; startX, endX, startY, endY: LongInt;begin if Gear^.Target.X <> NoPointX then if Gear^.AmmoType = amBee then DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else if Gear^.AmmoType = amIceGun then //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8) //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) else DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); case Gear^.Kind of gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle); gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle); gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle); gtMolotov: if (Gear^.State and gstDrowning) = 0 then DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX)) else DrawSprite(sprMolotov, x, y, 8); gtRCPlane: begin aangle:= Gear^.Angle * 360 / 4096; if Gear^.Tag < 0 then aangle:= 360-aangle; Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF); DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90); Tint($FF, $FF, $FF, $FF); DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90) end; gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? or (Gear^.LinkedGear = nil) or (Gear^.LinkedGear^.LinkedGear <> Gear) // not linked&backlinked? or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving? DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)) else DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtHedgehog: DrawHH(Gear, x, y); gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtGrave: begin DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); if Gear^.Health > 0 then begin //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health))))); //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); DrawSprite(sprVampiric, x - 24, y - 24, 0); Tint($FF, $FF, $FF, $FF) end end; gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0); gtRope: DrawRope(Gear); gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle) else if Gear^.Health <> 0 then DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle) else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) else if Gear^.Health <> 0 then DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle); gtCase: begin if Gear^.Timer > 1000 then begin if ((Gear^.Pos and posCaseAmmo) <> 0) then begin i:= (GameTicks shr 6) mod 64; if i > 18 then i:= 0; DrawSprite(sprCase, x - 24, y - 24, i); end else if ((Gear^.Pos and posCaseHealth) <> 0) then begin i:= ((GameTicks shr 6) + 38) mod 64; if i > 13 then i:= 0; DrawSprite(sprFAid, x - 24, y - 24, i); end else if ((Gear^.Pos and posCaseUtility) <> 0) then begin i:= (GameTicks shr 6) mod 70; if i > 23 then i:= 0; i:= i mod 12; DrawSprite(sprUtility, x - 24, y - 24, i); end; end; if Gear^.Timer < 1833 then begin DrawTextureRotatedF(SpritesData[sprPortal].texture, min(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0, x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270); end end; gtExplosives: begin if ((Gear^.State and gstDrowning) <> 0) then DrawSprite(sprExplosivesRoll, x - 24, y - 24, 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, x - 24, y - 24, i) end else if Gear^.State and gsttmpFlag = 0 then DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) else DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle); end; gtDynamite: DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); gtFlame: if Gear^.Tag and 1 = 0 then DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); gtParachute: begin DrawSprite(sprParachute, x - 24, y - 48, 0); DrawAltWeapon(Gear, x + 1, y - 3) end; gtAirAttack: begin Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF); DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0); Tint($FF, $FF, $FF, $FF); DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0); end; gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtTeleport: begin HHGear:= Gear^.Hedgehog^.Gear; if not Gear^.Hedgehog^.Unplaced then DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0); DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0); end; gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12); gtTarget: begin Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000)); DrawSprite(sprTarget, x - 16, y - 16, 0); Tint($FF, $FF, $FF, $FF); end; gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtCake: if Gear^.Pos = 6 then DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) else DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90); gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0); gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle); gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle); gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle); gtBirdy: begin if Gear^.State and gstAnimation = gstAnimation then begin if Gear^.State and gstTmpFlag = 0 then // Appearing begin endX:= x - WorldDx; endY:= y - WorldDy; if Gear^.Tag < 0 then startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048) else startX:= max(-max(LAND_WIDTH,4096) - 1024, endX - 2048); startY:= endY - 1024; DrawTextureF(SpritesData[sprBirdy].Texture, min(Gear^.Timer/750,1), startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((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:= x - WorldDx; startY:= y - WorldDy; if Gear^.Tag > 0 then endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048) else endX:= max(-max(LAND_WIDTH,4096) - 1024, startX - 2048); endY:= startY + 1024; DrawTextureF(SpritesData[sprBirdy].Texture, min((2000-Gear^.Timer)/750,1), startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((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 begin if Gear^.Health < 250 then DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75) else DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); end; end; gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); gtPiano: begin if (Gear^.State and gstDrowning) = 0 then begin Tint($FF, $FF, $FF, $10); for i:= 8 downto 1 do DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128); Tint($FF, $FF, $FF, $FF) end; DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128); end; gtPoisonCloud: begin if Gear^.Timer < 1020 then Tint($C0, $C0, $00, Gear^.Timer div 8) else if Gear^.Timer > 3980 then Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8) else Tint($C0, $C0, $00, $C0); DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360); Tint($FF, $FF, $FF, $FF) end; gtResurrector: begin DrawSpriteRotated(sprCross, x, y, 0, 0); Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); Tint($FF, $FF, $FF, $FF); end; gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then begin Tint((ExplosionBorderColor shr RShift) and $FF, (ExplosionBorderColor shr GShift) and $FF, (ExplosionBorderColor shr BShift) and $FF, $FF); // Needs a nicer white texture to tint DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); Tint($FF, $FF, $FF, $FF); end else //if not isInLag then begin if isInLag and (Gear^.FlightTime < 256) then inc(Gear^.FlightTime, 8) else if not isInLag and (Gear^.FlightTime > 0) then dec(Gear^.FlightTime, 8); if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime)); if vobVelocity = 0 then DrawSprite(sprFlake, x, y, Gear^.Timer) else DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF); end; //gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0); gtTardis: if Gear^.Pos <> 4 then begin if Gear^.Pos = 2 then Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF) else Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); DrawSprite(sprTardis, x-24, y-63,0); if Gear^.Pos = 2 then Tint($FF, $FF, $FF, $FF) else Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); DrawSprite(sprTardis, x-24, y-63,1); if Gear^.Pos <> 2 then Tint($FF, $FF, $FF, $FF)(* Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250)))); DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25); Tint($FF, $FF, $FF, $FF)*) end; gtIceGun: begin HHGear := Gear^.Hedgehog^.Gear; if HHGear <> nil then begin i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y)); if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used begin vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1); if vg <> nil then begin i:= random(100) + 155; vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55); vg^.Angle:= random(360); vg^.dx:= 0.001 * random(80); vg^.dy:= 0.001 * random(80) end end; if RealTicks mod 2 = 0 then begin i:= random(100)+100; if Gear^.Target.X <> NoPointX then begin DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40); end else begin DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40); end; end end end; gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF); // debug end; if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawTextureCentered(x + 8, y + 8, Gear^.Tex);end;end.