313 gtResurrector, 0, _0, _0, 0); |
313 gtResurrector, 0, _0, _0, 0); |
314 CurAmmoGear^.SoundChannel := LoopSound(sndResurrector); |
314 CurAmmoGear^.SoundChannel := LoopSound(sndResurrector); |
315 end; |
315 end; |
316 amDrillStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer); |
316 amDrillStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer); |
317 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0); |
317 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0); |
318 amStructure: begin |
318 amStructure: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtStructure, 0, _0, _0, 0); |
319 FollowGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, 0, SignAs(_0_03, dX), _0, 0); |
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320 FollowGear^.Hedgehog:= Gear^.Hedgehog; |
|
321 end; |
|
322 end; |
319 end; |
323 |
320 |
324 // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement |
321 // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement |
325 if altUse then FollowGear:= nil; |
322 if altUse then FollowGear:= nil; |
326 |
323 |