diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index f0fe29114071a4c6b9f5ce2f9b64ec678d387e77..23898af54c2cd8dc5ceb1bec423edcbec626d448 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
procedure g_Weapon_AddDynLights();
const
- WEAPON_KASTET = 0;
+ WEAPON_IRONFIST = 0;
WEAPON_SAW = 1;
WEAPON_PISTOL = 2;
WEAPON_SHOTGUN1 = 3;
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;
WEAPON_MANCUB_FIRE = 25;
WEAPON_SKEL_FIRE = 26;
- WP_FIRST = WEAPON_KASTET;
+ WP_FIRST = WEAPON_IRONFIST;
WP_LAST = WEAPON_FLAMETHROWER;
// 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
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;