diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 0b82e18f5343b542edcb69bfeb0f908f2f889233..2e2521b72f9956912574ac8a2eba69f71fe2ede4 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
end;
triggers := nil;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
procedure g_Weapon_Update();
var
- i, a, h, cx, cy, oldvx, oldvy: Integer;
+ i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0, 5, 1);
+ a := IfThen(Stopped = 0, 3, 1);
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
ShotType := 0;
end;
- if g_Frames_Get(_id, 'FRAMES_FLAME') and (gTime mod 2 = 0) then
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
begin
- Anim := TAnimation.Create(_id, False, 2 + Random(2));
+ Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
- else
+ else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;