diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index b5e46d11e930755b647728f1c8f9eae179555c98..baf71083a364a4808f2ea94424ac3cacdbcbe0e9 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter);
procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter);
procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
+procedure g_Weapon_AddDynLights();
+
const
WEAPON_KASTET = 0;
WEAPON_SAW = 1;
const
WEAPON_KASTET = 0;
WEAPON_SAW = 1;
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
o: TObj;
spl: Boolean;
Loud: Boolean;
o: TObj;
spl: Boolean;
Loud: Boolean;
+ tcx, tcy: Integer;
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
Anim := TAnimation.Create(TextureID, False, 8);
Anim.Blending := False;
g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
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
Anim.Free();
end;
end
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
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;
Anim.Free();
end;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
begin
Anim := TAnimation.Create(_id, False, 3);
Anim.Alpha := 0;
begin
Anim := TAnimation.Create(_id, False, 3);
Anim.Alpha := 0;
- g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-4+Random(8)-(Anim.Height div 2),
+ 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;
Anim, ONCEANIM_SMOKE);
Anim.Free();
end;
Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
- MOVE_HITWALL: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-12+Random(24)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- MOVE_HITLAND: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
- cy-10+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- MOVE_HITCEIL: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
- cy+6+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- else g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-4+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
+ 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;
end;
+ g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
Anim.Free();
Anim.Free();
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
end;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
end;
end;
end;
+
+procedure g_Weapon_AddDynLights();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ begin
+ if Shots[i].ShotType = 0 then continue;
+ if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
+ (Shots[i].ShotType = WEAPON_BARON_FIRE) or
+ (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
+ (Shots[i].ShotType = WEAPON_SKEL_FIRE) or
+ (Shots[i].ShotType = WEAPON_IMP_FIRE) or
+ (Shots[i].ShotType = WEAPON_CACO_FIRE) or
+ (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
+ (Shots[i].ShotType = WEAPON_BSP_FIRE) or
+ (Shots[i].ShotType = WEAPON_PLASMA) or
+ (Shots[i].ShotType = WEAPON_BFG) or
+ (Shots[i].ShotType = WEAPON_FLAMETHROWER) or
+ false then
+ begin
+ if (Shots[i].ShotType = WEAPON_PLASMA) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 0.3, 1, 0.4)
+ else if (Shots[i].ShotType = WEAPON_BFG) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 1, 0, 0.5)
+ else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 42, 1, 0.8, 0, 0.4)
+ else
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 1, 0, 0, 0.4);
+ end;
+ end;
+end;
+
end.
end.