- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
- More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step.
- Small fixes/adjustments
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uGearsRender;
interface
uses uTypes, uConsts, GLunit, uFloat, SDLh, uRandom;
procedure RenderGear(Gear: PGear; x, y: LongInt);
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..MAXROPEPOINTS] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
end;
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
implementation
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears;
procedure DrawRopeLinesRQ(Gear: PGear);
begin
with RopePoints do
begin
rounded[Count].X:= hwRound(Gear^.X);
rounded[Count].Y:= hwRound(Gear^.Y);
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
end;
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
glDisable(GL_TEXTURE_2D);
//glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glTranslatef(WorldDx, WorldDy, 0);
glLineWidth(4.0);
Tint($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)
end
end;
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);
begin
with 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;
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[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)
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 2));
ty:= round(ly + ay * (LAND_WIDTH div 2));
end;
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) 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(sprHandBallgun, 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);
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(sprHandBallgun, 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 (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
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
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 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);
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, 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(LAND_WIDTH + 1024, endX + 2048)
else
startX:= max(-LAND_WIDTH - 1024, endX - 2048);
startY:= endY - 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 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(LAND_WIDTH + 1024, startX + 2048)
else
endX:= max(-LAND_WIDTH - 1024, startX - 2048);
endY:= startY + 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 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 ((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
DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40)
else DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40);
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.