DEADSOFTWARE

Game: Split bubbles effect code into a distinct function
[d2df-sdl.git] / src / game / g_monsters.pas
index 3d9e43d2a279aebff18278c46f3db96cf3a3a373..ad887adfdd29d7e102c3a36069630eb0734437af 100644 (file)
@@ -2577,19 +2577,14 @@ begin
     case FMonsterType of
       MONSTER_FISH:
         if Random(4) = 0 then
-          g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
-                        FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+          g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+                                FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
       MONSTER_ROBO, MONSTER_BARREL:
-        g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
-                      FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
-      else begin
-        g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
-                      FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
-        if Random(2) = 0 then
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-        else
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
+        g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+                              FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+      else
+        g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+                              FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
     end;
 
 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
@@ -3538,19 +3533,14 @@ begin
     case FMonsterType of
       MONSTER_FISH:
         if Random(4) = 0 then
-          g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
-                        FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+          g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+                                FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
       MONSTER_ROBO, MONSTER_BARREL:
-        g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
-                      FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
-      else begin
-        g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
-                      FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
-        if Random(2) = 0 then
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-        else
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
+        g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+                              FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+      else
+        g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+                              FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
     end;
 
 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: