diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 0c8788129a170f7def99259fbbe97c1e43e92ce2..2e2521b72f9956912574ac8a2eba69f71fe2ede4 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
end;
Stopped := 0;
end;
end;
triggers := nil;
Animation := nil;
TextureID := 0;
triggers := nil;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
Stopped := 0;
end;
else
tf := 3;
else
tf := 3;
- if (gTime mod tf = 0) and g_Frames_Get(_id, 'FRAMES_FLAME') then
+ if (gTime mod tf = 0) then
begin
begin
- Anim := TAnimation.Create(_id, False, 2 + Random(2));
+ Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
Anim.Alpha := 0;
case Stopped of
0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
- else
+ else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;