diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 4df78ad7533548aa4f98f97f29404278a35ba7df..a008366b66617507e8fcb922b3b3e98c5169974e 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE g_amodes.inc}
unit g_weapons;
interface
procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter);
procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
+procedure g_Weapon_AddDynLights();
+
const
WEAPON_KASTET = 0;
WEAPON_SAW = 1;
if ChkTeam then
if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
- gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
- (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
+ if t <> HIT_FLAME then
+ gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
if t = HIT_BFG then
g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID);
Result := True;
if (gMonsters[i] <> nil) and gMonsters[i].Live and g_Obj_Collide(obj, @gMonsters[i].Obj) then
if HitMonster(gMonsters[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
- gMonsters[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
- (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
+ if t <> HIT_FLAME then
+ gMonsters[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
Result := True;
break;
end;
Anim := TAnimation.Create(TextureID, False, 8);
Anim.Blending := False;
g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
+ g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
Anim.Free();
end;
end
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
+ g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
Anim.Free();
end;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
Anim.Free();
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
end;
+
+procedure g_Weapon_AddDynLights();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ begin
+ if Shots[i].ShotType = 0 then continue;
+ 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) or
+ (Shots[i].ShotType = WEAPON_IMP_FIRE) or
+ (Shots[i].ShotType = WEAPON_CACO_FIRE) or
+ (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
+ (Shots[i].ShotType = WEAPON_BSP_FIRE) or
+ (Shots[i].ShotType = WEAPON_PLASMA) or
+ (Shots[i].ShotType = WEAPON_BFG) or
+ (Shots[i].ShotType = WEAPON_FLAMETHROWER) or
+ false then
+ begin
+ if (Shots[i].ShotType = WEAPON_PLASMA) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 0.3, 1, 0.4)
+ else if (Shots[i].ShotType = WEAPON_BFG) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 1, 0, 0.5)
+ else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 42, 1, 0.8, 0, 0.4)
+ else
+ g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 1, 0, 0, 0.4);
+ end;
+ end;
+end;
+
end.