index a6e39d1f07215ddf0ac526be15ad345df66bd787..ad887adfdd29d7e102c3a36069630eb0734437af 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
case FMonsterType of
MONSTER_FISH:
if Random(4) = 0 then
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else begin
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- if Random(2) = 0 then
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
- end;
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ else
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
end;
// Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
case FMonsterType of
MONSTER_FISH:
if Random(4) = 0 then
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else begin
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- if Random(2) = 0 then
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
- end;
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ else
+ g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
end;
// Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
FAnim[i, TDirection.D_RIGHT].LoadState(st);
end;
end;
+ // update cache
+ self.positionChanged
end;