I_ARRAY_ITEM_PLASMA_RIFLE,
I_ARRAY_ITEM_BFG,
I_ARRAY_ITEM_SUPER_MINIGUN,
+ I_ARRAY_ITEM_FLAMETHROWER,
I_ARRAY_ITEM_CLIP,
I_ARRAY_ITEM_AMMO_BOX,
I_ARRAY_ITEM_4_SHELLS,
I_ARRAY_ITEM_ROCKET_BOX,
I_ARRAY_ITEM_CELL,
I_ARRAY_ITEM_LARGE_CELL,
+ I_ARRAY_ITEM_FUELCAN,
I_ARRAY_ITEM_BACKPACK,
I_ARRAY_ITEM_KEY_RED,
I_ARRAY_ITEM_KEY_GREEN,
'BFG9000'),
('ARRAY ITEM SUPER MINIGUN', 'Super Chaingun',
'Суперпулемёт'),
+ ('ARRAY ITEM FLAMETHROWER', 'Flamethrower',
+ 'Огнемёт'),
('ARRAY ITEM CLIP', 'Clip',
'Патроны'),
('ARRAY ITEM AMMO BOX', 'Box of Bullets',
'Батарейка'),
('ARRAY ITEM LARGE CELL', 'Energy Cell Pack',
'Батарея'),
+ ('ARRAY ITEM FUELCAN', 'Fuel Canister',
+ 'Канистра'),
('ARRAY ITEM BACKPACK', 'Backpack',
'Рюкзак'),
('ARRAY ITEM KEY RED', 'Red Key',
ItemNames[ITEM_WEAPON_PLASMA] := _lc[I_ARRAY_ITEM_PLASMA_RIFLE];
ItemNames[ITEM_WEAPON_BFG] := _lc[I_ARRAY_ITEM_BFG];
ItemNames[ITEM_WEAPON_SUPERPULEMET] := _lc[I_ARRAY_ITEM_SUPER_MINIGUN];
+ ItemNames[ITEM_WEAPON_FLAMETHROWER] := _lc[I_ARRAY_ITEM_FLAMETHROWER];
ItemNames[ITEM_AMMO_BULLETS] := _lc[I_ARRAY_ITEM_CLIP];
ItemNames[ITEM_AMMO_BULLETS_BOX] := _lc[I_ARRAY_ITEM_AMMO_BOX];
ItemNames[ITEM_AMMO_SHELLS] := _lc[I_ARRAY_ITEM_4_SHELLS];
ItemNames[ITEM_AMMO_ROCKET_BOX] := _lc[I_ARRAY_ITEM_ROCKET_BOX];
ItemNames[ITEM_AMMO_CELL] := _lc[I_ARRAY_ITEM_CELL];
ItemNames[ITEM_AMMO_CELL_BIG] := _lc[I_ARRAY_ITEM_LARGE_CELL];
+ ItemNames[ITEM_AMMO_FUELCAN] := _lc[I_ARRAY_ITEM_FUELCAN];
ItemNames[ITEM_AMMO_BACKPACK] := _lc[I_ARRAY_ITEM_BACKPACK];
ItemNames[ITEM_KEY_RED] := _lc[I_ARRAY_ITEM_KEY_RED];
ItemNames[ITEM_KEY_GREEN] := _lc[I_ARRAY_ITEM_KEY_GREEN];
lbItemList.Items.Add(ItemNames[ITEM_HELMET]);
lbItemList.Items.Add(ItemNames[ITEM_JETPACK]);
lbItemList.Items.Add(ItemNames[ITEM_INVIS]);
+ lbItemList.Items.Add(ItemNames[ITEM_WEAPON_FLAMETHROWER]);
+ lbItemList.Items.Add(ItemNames[ITEM_AMMO_FUELCAN]);
lbMonsterList.Clear();
for i := MONSTER_DEMON to MONSTER_MAN do
((14), (18)), // BOTTLE
((16), (15)), // HELMET
((32), (24)), // JETPACK
- ((25), (25))); // INVIS
+ ((25), (25)), // INVIS
+ ((53), (20)), // WEAPON_FLAMETHROWER
+ ((13), (20))); // AMMO_FUELCAN
AreaSize: Array [AREA_PLAYERPOINT1..AREA_BLUETEAMPOINT] of TRectWH =
((X:15; Y:12; Width:34; Height:52), // PLAYERPOINT1
ITEM_HELMET: g_GetTexture('ITEM_HELMET', ID);
ITEM_JETPACK: g_GetTexture('ITEM_JETPACK', ID);
ITEM_INVIS: g_GetTexture('ITEM_INVIS', ID);
+ ITEM_WEAPON_FLAMETHROWER: g_GetTexture('ITEM_WEAPON_FLAMETHROWER', ID);
+ ITEM_AMMO_FUELCAN: g_GetTexture('ITEM_AMMO_FUELCAN', ID);
end;
if ID <> DWORD(-1) then
ITEM_HELMET: g_GetTexture('ITEM_HELMET', ID);
ITEM_JETPACK: g_GetTexture('ITEM_JETPACK', ID);
ITEM_INVIS: g_GetTexture('ITEM_INVIS', ID);
+ ITEM_WEAPON_FLAMETHROWER: g_GetTexture('ITEM_WEAPON_FLAMETHROWER', ID);
+ ITEM_AMMO_FUELCAN: g_GetTexture('ITEM_AMMO_FUELCAN', ID);
end;
if ID <> DWORD(-1) then
e_Draw(ID, MapOffset.X+Data.ItemPos.X-(ItemSize[Data.ItemType][0] div 2),
g_CreateTextureWADSize('ITEM_BOTTLE', EditorDir+'\data\Game.wad:TEXTURES\BOTTLE', 0, 0, 16, 32);
g_CreateTextureWADSize('ITEM_HELMET', EditorDir+'\data\Game.wad:TEXTURES\HELMET', 0, 0, 16, 16);
g_CreateTextureWADSize('ITEM_INVIS', EditorDir+'\data\Game.wad:TEXTURES\INVIS', 0, 0, 32, 32);
+ g_CreateTextureWADSize('ITEM_WEAPON_FLAMETHROWER', EditorDir+'\data\Game.wad:TEXTURES\FLAMETHROWER', 0, 0, 64, 32);
+ g_CreateTextureWADSize('ITEM_AMMO_FUELCAN', EditorDir+'\data\Game.wad:TEXTURES\FUELCAN', 0, 0, 16, 32);
g_CreateTextureWAD('ITEM_MEDKIT_SMALL', EditorDir+'\data\Game.wad:TEXTURES\MED1');
g_CreateTextureWAD('ITEM_MEDKIT_LARGE', EditorDir+'\data\Game.wad:TEXTURES\MED2');
g_DeleteTexture('ITEM_MEDKIT_BLACK');
g_DeleteTexture('ITEM_JETPACK');
g_DeleteTexture('ITEM_INVIS');
+ g_DeleteTexture('ITEM_WEAPON_FLAMETHROWER');
+ g_DeleteTexture('ITEM_AMMO_FUELCAN');
g_DeleteTexture('AREA_PLAYERPOINT1');
g_DeleteTexture('AREA_PLAYERPOINT2');