DEADSOFTWARE

get rid of "rulez", "kastet" and "pulemet" in symbols; also some cosmetics and small...
[d2df-sdl.git] / src / game / g_weapons.pas
index f0fe29114071a4c6b9f5ce2f9b64ec678d387e77..23898af54c2cd8dc5ceb1bec423edcbec626d448 100644 (file)
@@ -84,7 +84,7 @@ procedure g_Weapon_LoadState (st: TStream);
 procedure g_Weapon_AddDynLights();
 
 const
-  WEAPON_KASTET         = 0;
+  WEAPON_IRONFIST       = 0;
   WEAPON_SAW            = 1;
   WEAPON_PISTOL         = 2;
   WEAPON_SHOTGUN1       = 3;
@@ -93,7 +93,7 @@ const
   WEAPON_ROCKETLAUNCHER = 6;
   WEAPON_PLASMA         = 7;
   WEAPON_BFG            = 8;
-  WEAPON_SUPERPULEMET   = 9;
+  WEAPON_SUPERCHAINGUN  = 9;
   WEAPON_FLAMETHROWER   = 10;
   WEAPON_ZOMBY_PISTOL   = 20;
   WEAPON_IMP_FIRE       = 21;
@@ -103,7 +103,7 @@ const
   WEAPON_MANCUB_FIRE    = 25;
   WEAPON_SKEL_FIRE      = 26;
 
-  WP_FIRST          = WEAPON_KASTET;
+  WP_FIRST          = WEAPON_IRONFIST;
   WP_LAST           = WEAPON_FLAMETHROWER;
 
 
@@ -2278,10 +2278,7 @@ 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);
-              if Random(2) = 0
-                then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
-                else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+              g_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16);
             end
             else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
             begin
@@ -2413,12 +2410,8 @@ begin
                 end;
               end
               else
-              begin
-                g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
-                if Random(2) = 0
-                  then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
-                  else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
-              end;
+                g_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16);
+
               ShotType := 0;
               Continue;
             end;