diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 6f6b60be4f374bee6f2a45d9bce097425dbbfa72..f923b2de8f174d49ba7a36e60f6ba5f970edfa01 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
+{$MODE DELPHI}
unit g_weapons;
interface
triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
+ g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
-
+
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
else
e_Draw(TextureID, Obj.X, Obj.Y, 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;
if Shots = nil then
Exit;
if (I > High(Shots)) or (I < 0) then Exit;
-
+
with Shots[I] do
begin
if ShotType = 0 then Exit;
s := 'FRAMES_EXPLODE_PLASMA'
else
s := 'FRAMES_EXPLODE_BSPFIRE';
-
+
if g_Frames_Get(TextureID, s) and loud then
begin
Anim := TAnimation.Create(TextureID, False, 3);