314 gtResurrector, 0, _0, _0, 0); |
314 gtResurrector, 0, _0, _0, 0); |
315 CurAmmoGear^.SoundChannel := LoopSound(sndResurrector); |
315 CurAmmoGear^.SoundChannel := LoopSound(sndResurrector); |
316 end; |
316 end; |
317 amDrillStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer); |
317 amDrillStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer); |
318 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0); |
318 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0); |
319 amStructure: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtStructure, 0, _0, _0, 0); |
319 amStructure: CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000); |
320 amTardis: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000); |
320 amTardis: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000); |
321 end; |
321 end; |
322 |
322 |
323 // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement |
323 // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement |
324 if altUse then FollowGear:= nil; |
324 if altUse then FollowGear:= nil; |