diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index f0fe29114071a4c6b9f5ce2f9b64ec678d387e77..26b84353c3e22d3282f978bf5546d0fb326d838f 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
uses
SysUtils, Classes, mempool,
uses
SysUtils, Classes, mempool,
- g_textures, g_basic, e_graphics, g_phys, xprofiler;
+ g_textures, g_basic, g_phys, xprofiler;
type
type
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
-procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
end;
end;
end;
end;
-procedure g_Weapon_Draw();
-var
- i, fX, fY: Integer;
- a: SmallInt;
- p: TDFPoint;
-begin
- if Shots = nil then
- Exit;
-
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- with Shots[i] do
- begin
- 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) then
- a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
- else
- a := 0;
-
- Obj.lerp(gLerpFactor, fX, fY);
- p.X := Obj.Rect.Width div 2;
- p.Y := Obj.Rect.Height div 2;
-
- if Shots[i].ShotType = WEAPON_BFG then
- begin
- DEC(fX, 6);
- DEC(fY, 7);
- end;
-
- if Animation <> nil then
- begin
- if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
- else
- Animation.Draw(fX, fY, TMirrorType.None);
- end
- else if TextureID <> 0 then
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
- else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, fX, fY, 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;
-
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;