index 05cdffa4baecf6e00753e619c5413de0b60fb069..ed57ab39513dc8e90074c4f1b6e20b515e1a4bfb 100644 (file)
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
+ x, y: Integer;
w, h: Integer;
anim: TAnimInfo;
end = (
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
- (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
- (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
- (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
- (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
- (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
- (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
- (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
- (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
- (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
- (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
- (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
+ (name: 'BROCKET'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
+ (name: 'BPLASMA'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
+ (name: 'BBFG'; x: 6; y: 7; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
+ (name: 'FLAME'; x: 0; y: 0; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
+ (name: 'BIMPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
+ (name: 'BBSPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
+ (name: 'BCACOFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
+ (name: 'BBARONFIRE'; x: 0; y: 0; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
+ (name: 'BMANCUBFIRE'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
+ (name: 'BSKELFIRE'; x: 0; y: 0; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
);
{$IFDEF ENABLE_SHELLS}
end;
{$ENDIF}
// --------- shots --------- //
- r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
+ r_Common_SetLoading('Weapon splashes', WEAPON_LAST + 1);
for i := 0 to WEAPON_LAST do
begin
if ShotAnim[i].anim.frames > 0 then
pY := Shots[i].Obj.Rect.Height div 2;
g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
tex := t.GetTexture(frame);
- r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ r_Draw_TextureRepeatRotate(tex, xx - ShotAnim[typ].x, yy - ShotAnim[typ].y, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
if DebugFrames then
begin
r_Draw_Rect(