diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 182207f233740454ac355b5034c59625b78aea0b..311b18cbc344dbb78b83a7ad0d4c3053a858c9d9 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
procedure g_Weapon_LoadData();
begin
- e_WriteLog('Loading weapons data...', MSG_NOTIFY);
+ e_WriteLog('Loading weapons data...', TMsgType.Notify);
g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
procedure g_Weapon_FreeData();
begin
- e_WriteLog('Releasing weapons data...', MSG_NOTIFY);
+ e_WriteLog('Releasing weapons data...', TMsgType.Notify);
g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
- e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
stt := getTimeMicro();
{$ENDIF}
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
end;
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(Obj.X, Obj.Y, M_NONE, p, a)
+ Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
else
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
+ Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
+ e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;