380 DrawExplosion := FillRoundInLand(x, y, Radius, backgroundPixel); |
380 DrawExplosion := FillRoundInLand(x, y, Radius, backgroundPixel); |
381 if Radius > 20 then |
381 if Radius > 20 then |
382 FillRoundInLand(x, y, Radius - 15, nullPixel); |
382 FillRoundInLand(x, y, Radius - 15, nullPixel); |
383 FillRoundInLand(X, Y, Radius, 0); |
383 FillRoundInLand(X, Y, Radius, 0); |
384 FillRoundInLand(x, y, Radius + 4, ebcPixel); |
384 FillRoundInLand(x, y, Radius + 4, ebcPixel); |
385 tx:= Max(X - Radius - 1, 0); |
385 tx:= Max(X - Radius - 5, 0); |
386 dx:= Min(X + Radius + 1, LAND_WIDTH) - tx; |
386 dx:= Min(X + Radius + 5, LAND_WIDTH) - tx; |
387 ty:= Max(Y - Radius - 1, 0); |
387 ty:= Max(Y - Radius - 5, 0); |
388 dy:= Min(Y + Radius + 1, LAND_HEIGHT) - ty; |
388 dy:= Min(Y + Radius + 5, LAND_HEIGHT) - ty; |
389 UpdateLandTexture(tx, dx, ty, dy, false); |
389 UpdateLandTexture(tx, dx, ty, dy, false); |
390 end; |
390 end; |
391 |
391 |
392 procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte); |
392 procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte); |
393 var tx, ty, by, bx, i: LongInt; |
393 var tx, ty, by, bx, i: LongInt; |