index d8adad853402974c802ba9bfbd3f58761809835e..ad887adfdd29d7e102c3a36069630eb0734437af 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
a, b, sx, sy, wx, wy, oldvelx: Integer;
st: Word;
o, co: TObj;
- fall, bubbles: Boolean;
+ fall: Boolean;
mon: TMonster;
mit: PMonster;
it: TMonsterGrid.Iter;
_end;
begin
fall := True;
- bubbles := True;
// Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup
if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
// Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
- begin
case FMonsterType of
MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ if Random(4) = 0 then
+ 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);
+ 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_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ 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;
- if bubbles then 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;
// Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
if FMonsterType = MONSTER_BARREL then
a, b, sx, sy, oldvelx: Integer;
st: Word;
o, co: TObj;
- fall, bubbles: Boolean;
+ fall: Boolean;
label
_end;
begin
sx := 0; // SHUT UP COMPILER
sy := 0;
fall := True;
- bubbles := True;
// Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup
if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
// Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
- begin
case FMonsterType of
MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ if Random(4) = 0 then
+ 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);
+ 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_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ 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;
- if bubbles then 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;
// Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
if FMonsterType = MONSTER_BARREL then