diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index d2bb2dd451363d13a3b53a4b276bd49ee48d310f..365396369efbf9ace4a41591da97b31889c6ce5c 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
- Animation: TAnimationState;
+ Animation: TAnimState;
Timeout: DWORD;
Stopped: Byte;
Timeout: DWORD;
Stopped: Byte;
WEAPON_BARON_FIRE = 24;
WEAPON_MANCUB_FIRE = 25;
WEAPON_SKEL_FIRE = 26;
WEAPON_BARON_FIRE = 24;
WEAPON_MANCUB_FIRE = 25;
WEAPON_SKEL_FIRE = 26;
+ WEAPON_LAST = WEAPON_SKEL_FIRE;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
implementation
implementation
-uses
- Math, g_map, g_player, g_gfx, g_sound, g_panel,
- g_console, g_options, g_game, r_textures, r_animations,
- g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
- g_language, g_netmsg, g_grid,
- geom, binheap, hashtable, utils, xstreams;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ Math, g_map, g_player, g_sound, g_panel,
+ g_console, g_options, g_game,
+ g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
+ g_language, g_netmsg, g_grid,
+ geom, binheap, hashtable, utils, xstreams
+ ;
type
TWaterPanel = record
type
TWaterPanel = record
begin
//g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
begin
//g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
- h := High(gCorpses);
-
- if gAdvCorpses and (h <> -1) then
- for i := 0 to h do
- if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
- with gCorpses[i] do
- if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
- g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
+ {$IFDEF ENABLE_CORPSES}
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
+ begin
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
+ begin
+ with gCorpses[i] do
begin
begin
- Damage(50, SpawnerUID, 0, 0);
- g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
+ if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
+ g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
+ begin
+ Damage(50, SpawnerUID, 0, 0);
+ g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
+ end;
end;
end;
+ end;
+ end;
+ end;
+ {$ENDIF}
st := TEAM_NONE;
pl := g_Player_Get(SpawnerUID);
st := TEAM_NONE;
pl := g_Player_Get(SpawnerUID);
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
- Animation := nil;
Triggers := nil;
ShotType := WEAPON_ROCKETLAUNCHER;
Triggers := nil;
ShotType := WEAPON_ROCKETLAUNCHER;
+ Animation.Invalidate;
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_PLASMA;
Triggers := nil;
ShotType := WEAPON_PLASMA;
- Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BFG;
Triggers := nil;
ShotType := WEAPON_BFG;
- Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
- // Animation := TAnimationState.Create(True, 6, 0); // drawed as gfx
+ Animation.Invalidate;
+ // Animation := TAnimState.Create(True, 6, 0); // drawed as gfx
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
- Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
end;
end;
end;
end;
end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
-var
- i, h: Integer;
+ {$IFDEF ENABLE_CORPSES}
+ var i: Integer;
+ {$ENDIF}
+ var h: Integer;
function PlayerHit(Team: Byte = 0): Boolean;
var
function PlayerHit(Team: Byte = 0): Boolean;
var
begin
Result := 0;
begin
Result := 0;
- if HitCorpses then
- begin
- h := High(gCorpses);
-
- if gAdvCorpses and (h <> -1) then
- for i := 0 to h do
- if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
- g_Obj_Collide(obj, @gCorpses[i].Obj) then
+ {$IFDEF ENABLE_CORPSES}
+ if HitCorpses then
+ begin
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
begin
begin
- // Ðàñïèëèâàåì òðóï:
- gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
- (obj^.Vel.Y+obj^.Accel.Y) div 4);
- Result := 1;
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
+ g_Obj_Collide(obj, @gCorpses[i].Obj) then
+ begin
+ // Ðàñïèëèâàåì òðóï:
+ gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y) div 4);
+ Result := 1;
+ end;
end;
end;
- end;
+ end;
+ end;
+ {$ENDIF}
case gGameSettings.GameMode of
// Êàìïàíèÿ:
case gGameSettings.GameMode of
// Êàìïàíèÿ:
end;
end;
end;
end;
-var
- i, h, dx, dy, m, mm: Integer;
- _angle: SmallInt;
+ var i, h, dx, dy, mm: Integer;
+ {$IFDEF ENABLE_GIBS}
+ var _angle: SmallInt;
+ {$ENDIF}
+ {$IF DEFINED(ENABLE_GIBS) OR DEFINED(ENABLE_CORPSES)}
+ var m: Integer;
+ {$ENDIF}
begin
result := false;
begin
result := false;
//g_Mons_ForEach(monsExCheck);
g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
//g_Mons_ForEach(monsExCheck);
g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
- h := High(gCorpses);
-
- if gAdvCorpses and (h <> -1) then
- for i := 0 to h do
- if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
- with gCorpses[i] do
+ {$IFDEF ENABLE_CORPSES}
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
+ begin
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
begin
begin
- dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
- dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
-
- if dx > 1000 then dx := 1000;
- if dy > 1000 then dy := 1000;
-
- if dx*dx+dy*dy < r then
+ with gCorpses[i] do
begin
begin
- m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
- Obj.Rect.Width, Obj.Rect.Height);
-
- mm := Max(abs(dx), abs(dy));
- if mm = 0 then mm := 1;
-
- Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
+ dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
+ dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
+ if dx > 1000 then dx := 1000;
+ if dy > 1000 then dy := 1000;
+ if dx*dx+dy*dy < r then
+ begin
+ m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
+ mm := Max(abs(dx), abs(dy));
+ if mm = 0 then
+ mm := 1;
+ Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
+ end;
end;
end;
end;
end;
+ end;
+ end;
+ {$ENDIF}
- h := High(gGibs);
-
- if gAdvGibs and (h <> -1) then
- for i := 0 to h do
- if gGibs[i].alive then
- with gGibs[i] do
- begin
- dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
- dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
-
- if dx > 1000 then dx := 1000;
- if dy > 1000 then dy := 1000;
-
- if dx*dx+dy*dy < r then
+ {$IFDEF ENABLE_GIBS}
+ h := High(gGibs);
+ if gAdvGibs and (h <> -1) then
+ for i := 0 to h do
+ if gGibs[i].alive then
+ with gGibs[i] do
begin
begin
- m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
- Obj.Rect.Width, Obj.Rect.Height);
- _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
-
- g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
- positionChanged(); // this updates spatial accelerators
+ dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
+ dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
+ if dx > 1000 then dx := 1000;
+ if dy > 1000 then dy := 1000;
+ if dx*dx+dy*dy < r then
+ begin
+ m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
+ Obj.Rect.Width, Obj.Rect.Height);
+ _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
+ g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
+ positionChanged(); // this updates spatial accelerators
+ end;
end;
end;
- end;
+ {$ENDIF}
end;
procedure g_Weapon_Init();
end;
procedure g_Weapon_Init();
end;
procedure g_Weapon_Free();
end;
procedure g_Weapon_Free();
-var
- i: Integer;
begin
begin
- if Shots <> nil then
- begin
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- Shots[i].Animation.Free();
-
- Shots := nil;
- end;
-
+ Shots := nil;
WaterMap := nil;
end;
WaterMap := nil;
end;
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
- g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
- g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
-
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
- g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
end
else
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
end
else
ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
- Animation := nil;
+ Animation.Invalidate;
triggers := nil;
end;
triggers := nil;
end;
triggers := nil;
target := TargetUID;
triggers := nil;
target := TargetUID;
- Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := nil;
+ Animation.Invalidate;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
triggers := nil;
triggers := nil;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
triggers := nil;
triggers := nil;
- Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
+ Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_bfghit(x, y: Integer);
end;
procedure g_Weapon_bfghit(x, y: Integer);
-var
- ID: DWORD;
- Anim: TAnimation;
begin
begin
- if g_Frames_Get(ID, 'FRAMES_BFGHIT') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(x-32, y-32, Anim);
- Anim.Free();
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32);
+ {$ENDIF}
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
- _id: DWORD;
- Anim: TAnimation;
t: DWArray;
st: Word;
t: DWArray;
st: Word;
- TextureID: DWORD = DWORD(-1);
- s: String;
o: TObj;
spl: Boolean;
Loud: Boolean;
o: TObj;
spl: Boolean;
Loud: Boolean;
- tcx, tcy: Integer;
+ {$IFDEF ENABLE_GFX}
+ var tcx, tcy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
end;
// Àíèìàöèÿ ñíàðÿäà:
end;
// Àíèìàöèÿ ñíàðÿäà:
- if Animation <> nil then
+ if Animation.IsValid() then
Animation.Update();
// Äâèæåíèå:
Animation.Update();
// Äâèæåíèå:
begin
// Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
ShotType := 0;
begin
// Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
ShotType := 0;
- Animation.Free();
+ Animation.Invalidate();
Continue;
end;
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
Continue;
end;
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
- TextureID := DWORD(-1); // !!!
-
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
begin
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
begin
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
- else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ else
begin
begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
+ {$ENDIF}
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
- g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
- Anim.Free();
- end;
- end
+ begin // Âçðûâ ñíàðÿäà Ñêåëåòà
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
+ g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
+ {$ENDIF}
+ end
else
else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
- Anim.Free();
- end;
- end;
+ begin // Âçðûâ Ðàêåòû
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
+ {$ENDIF}
+ end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- // Âçðûâ Ïëàçìû:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
- end;
-
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
begin
if WordBool(st and MOVE_HITWATER) then
begin
begin
if WordBool(st and MOVE_HITWATER) then
begin
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 0;
+ {$IFDEF ENABLE_GFX}
tcx := Random(8);
tcy := Random(8);
tcx := Random(8);
tcy := Random(8);
- g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
- cy-4+tcy-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
+ {$ENDIF}
end
else
begin
end
else
begin
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
if (gTime mod LongWord(tf) = 0) then
begin
if (gTime mod LongWord(tf) = 0) then
begin
- g_Frames_Get(TextureID, 'FRAMES_FLAME');
- Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
- Anim.Alpha := 0;
- case Stopped of
- MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
- MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
- MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
- else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
- end;
- g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
- //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ {$IFDEF ENABLE_GFX}
+ case Stopped of
+ MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
+ MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
+ MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
+ else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
+ end;
+ g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ {$ENDIF}
end;
end;
end;
end;
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
-
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
- end;
-
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- // Âçðûâ:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
- end;
-
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- // Âçðûâ:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
-
+ // Âçðûâ:
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
begin
if gGameSettings.GameType = GT_SERVER then
MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
begin
if gGameSettings.GameType = GT_SERVER then
MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
- if Animation <> nil then
- begin
- Animation.Free();
- Animation := nil;
- end;
+ Animation.Invalidate;
end
else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
end
else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
Shots[i].Stopped := utils.readByte(st);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
Shots[i].Stopped := utils.readByte(st);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
- Shots[i].Animation := nil;
+ Shots[i].Animation.Invalidate;
case Shots[i].ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
case Shots[i].ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
end;
WEAPON_PLASMA:
begin
end;
WEAPON_PLASMA:
begin
- Shots[i].Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
WEAPON_BFG:
begin
end;
WEAPON_BFG:
begin
- Shots[i].Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
WEAPON_IMP_FIRE:
begin
end;
WEAPON_IMP_FIRE:
begin
- Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BSP_FIRE:
begin
end;
WEAPON_BSP_FIRE:
begin
- Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_CACO_FIRE:
begin
end;
WEAPON_CACO_FIRE:
begin
- Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BARON_FIRE:
begin
end;
WEAPON_BARON_FIRE:
begin
- Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_MANCUB_FIRE:
begin
end;
WEAPON_MANCUB_FIRE:
begin
- Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
-var
- cx, cy: Integer;
- Anim: TAnimation;
- s: string;
- TextureID: DWORD = DWORD(-1);
+ {$IFDEF ENABLE_GFX}
+ var cx, cy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
if ShotType = 0 then Exit;
Obj.X := X;
Obj.Y := Y;
if ShotType = 0 then Exit;
Obj.X := X;
Obj.Y := Y;
- cx := Obj.X + (Obj.Rect.Width div 2);
- cy := Obj.Y + (Obj.Rect.Height div 2);
+ {$IFDEF ENABLE_GFX}
+ cx := Obj.X + (Obj.Rect.Width div 2);
+ cy := Obj.Y + (Obj.Rect.Height div 2);
+ {$ENDIF}
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
if Loud then
begin
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
if Loud then
begin
- if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
- Anim.Free();
- end;
- end
- else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
- end;
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_SKEL_FIRE then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- if g_Frames_Get(TextureID, s) and loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
-
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ {$ENDIF}
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- if g_Frames_Get(TextureID, s) and Loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
-
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...
ShotType := 0;
end;
end; // case ShotType of...
ShotType := 0;
- Animation.Free();
+ Animation.Invalidate;
end;
end;
end;
end;