X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=81767e653f03be80e7d7a5b58fb7dd0970db4413;hb=d0936017ccb8a078d1b03f55478af284bb015bbc;hp=32fc8f6c04a770ee0c0e34bfc5ab630b4958d20b;hpb=c60d605e4dcebc72dbfab66af51ddddcd2019037;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 32fc8f6..81767e6 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -20,7 +20,7 @@ interface uses SysUtils, Classes, mempool, - g_textures, g_basic, e_graphics, g_phys, xprofiler; + g_textures, g_basic, g_phys, xprofiler; type @@ -74,7 +74,6 @@ function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolea procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); procedure g_Weapon_PreUpdate(); procedure g_Weapon_Update(); -procedure g_Weapon_Draw(); function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); @@ -114,7 +113,7 @@ var implementation uses - Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel, + Math, g_map, g_player, g_gfx, g_sound, g_panel, g_console, g_options, g_game, g_triggers, MAPDEF, e_log, g_monsters, g_saveload, g_language, g_netmsg, g_grid, @@ -2544,59 +2543,6 @@ begin end; end; -procedure g_Weapon_Draw(); -var - i, fX, fY: Integer; - a: SmallInt; - p: TDFPoint; -begin - if Shots = nil then - Exit; - - for i := 0 to High(Shots) do - if Shots[i].ShotType <> 0 then - with Shots[i] do - begin - if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or - (Shots[i].ShotType = WEAPON_BARON_FIRE) or - (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or - (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y) - else - a := 0; - - Obj.lerp(gLerpFactor, fX, fY); - p.X := Obj.Rect.Width div 2; - p.Y := Obj.Rect.Height div 2; - - if Animation <> nil then - begin - if (Shots[i].ShotType = WEAPON_BARON_FIRE) or - (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or - (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - Animation.DrawEx(fX, fY, TMirrorType.None, p, a) - else - Animation.Draw(fX, fY, TMirrorType.None); - end - else if TextureID <> 0 then - begin - if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then - e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None) - else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then - e_Draw(TextureID, fX, fY, 0, True, False); - end; - - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; -end; - function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; var a: Integer;