index 3d9e43d2a279aebff18278c46f3db96cf3a3a373..d8adad853402974c802ba9bfbd3f58761809835e 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: Boolean;
+ fall, bubbles: 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
+ 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);
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
+ else
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;
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: Boolean;
+ fall, bubbles: 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
+ 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);
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
+ else
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;
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