diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index c6f09a9d08dab480254b6657a86ed821a88e414d..81db80314333fb159b8396ad7bafabf84fa22700 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 ../shared/a_modes.inc}
unit g_weapons;
interface
Animation: TAnimation;
TextureID: DWORD;
Timeout: DWORD;
+ Stopped: Byte;
end;
var
function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
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;
WEAPON_PLASMA = 7;
WEAPON_BFG = 8;
WEAPON_SUPERPULEMET = 9;
- WEAPON_MEGAKASTET = 10;
+ WEAPON_FLAMETHROWER = 10;
WEAPON_ZOMBY_PISTOL = 20;
WEAPON_IMP_FIRE = 21;
WEAPON_BSP_FIRE = 22;
WEAPON_SKEL_FIRE = 26;
WP_FIRST = WEAPON_KASTET;
- WP_LAST = WEAPON_SUPERPULEMET;
+ WP_LAST = WEAPON_FLAMETHROWER;
implementation
SHOT_BFG_DAMAGE = 100;
SHOT_BFG_RADIUS = 256;
+ SHOT_FLAME_WIDTH = 4;
+ SHOT_FLAME_HEIGHT = 4;
+ SHOT_FLAME_LIFETIME = 180;
+
SHOT_SIGNATURE = $544F4853; // 'SHOT'
var
end;
if g_Game_IsServer then
- Result := m.Damage(d, vx, vy, SpawnerUID, t)
+ begin
+ if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
+ Result := m.Damage(d, vx, vy, SpawnerUID, t)
+ else
+ Result := True;
+ if t = HIT_FLAME then
+ m.CatchFire(SpawnerUID);
+ end
else
Result := True;
end;
if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
Exit;
- if g_Game_IsServer then p.Damage(d, SpawnerUID, vx, vy, t);
+ if g_Game_IsServer then
+ begin
+ if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
+ p.Damage(d, SpawnerUID, vx, vy, t);
+ if (t = HIT_FLAME) then
+ p.CatchFire(SpawnerUID);
+ end;
Result := True;
end;
end;
end;
+ WEAPON_FLAMETHROWER:
+ begin
+ with Shots[find_id] do
+ begin
+ g_Obj_Init(@Obj);
+
+ Obj.Rect.Width := SHOT_FLAME_WIDTH;
+ Obj.Rect.Height := SHOT_FLAME_HEIGHT;
+
+ Triggers := nil;
+ ShotType := WEAPON_FLAMETHROWER;
+ Animation := nil;
+ TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ end;
+ end;
+
WEAPON_IMP_FIRE:
begin
with Shots[find_id] do
Shots[find_id].Obj.Accel.X := 0;
Shots[find_id].Obj.Accel.Y := 0;
Shots[find_id].SpawnerUID := Spawner;
+ if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
+ Shots[find_id].Stopped := 255
+ else
+ Shots[find_id].Stopped := 0;
Result := find_id;
end;
Shots[i].Obj.Vel.Y := (yd*s) div a;
Shots[i].Obj.Accel.X := 0;
Shots[i].Obj.Accel.Y := 0;
+ Shots[i].Stopped := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
- else
- Shots[i].Timeout := 550 // ~15 sec
+ else
+ begin
+ if Shots[i].ShotType = WEAPON_FLAMETHROWER then
+ Shots[i].Timeout := SHOT_FLAME_LIFETIME
+ else
+ Shots[i].Timeout := 550; // ~15 sec
+ end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
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;
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4);
g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8);
+ g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3);
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
- ShotType := WEAPON_ROCKETLAUNCHER;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_SKEL_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
- ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_PLASMA;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_PLASMA;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
end;
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
+ Silent: Boolean = False);
+var
+ find_id: DWORD;
+ dx, dy: Integer;
+begin
+ if WID < 0 then
+ find_id := FindShot()
+ else
+ begin
+ find_id := WID;
+ if Integer(find_id) >= High(Shots) then
+ SetLength(Shots, find_id + 64);
+ end;
+
+ with Shots[find_id] do
+ begin
+ g_Obj_Init(@Obj);
+
+ Obj.Rect.Width := SHOT_FLAME_WIDTH;
+ Obj.Rect.Height := SHOT_FLAME_HEIGHT;
+
+ dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_FLAMETHROWER;
+ throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
+
+ triggers := nil;
+ Animation := nil;
+ TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ end;
+
+ Shots[find_id].SpawnerUID := SpawnerUID;
+
+ // if not Silent then
+ // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
+end;
+
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_IMP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_IMP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_CACO_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_CACO_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BARON_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BARON_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BSP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BSP_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_MANCUB_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_MANCUB_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BFG;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BFG;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
procedure g_Weapon_Update();
var
- i, a, h, cx, cy, oldvx, oldvy: Integer;
+ i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
o: TObj;
spl: Boolean;
Loud: Boolean;
+ tcx, tcy: Integer;
begin
if Shots = nil then
Exit;
oldvx := Obj.Vel.X;
oldvy := Obj.Vel.Y;
// Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
- if g_Game_IsServer then
+ if (Stopped = 0) and g_Game_IsServer then
t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
SpawnerUID, ACTIVATE_SHOT, triggers)
else
// Äâèæåíèå:
spl := (ShotType <> WEAPON_PLASMA) and
(ShotType <> WEAPON_BFG) and
- (ShotType <> WEAPON_BSP_FIRE);
+ (ShotType <> WEAPON_BSP_FIRE) and
+ (ShotType <> WEAPON_FLAMETHROWER);
- st := g_Obj_Move(@Obj, False, spl);
+ if Stopped = 0 then
+ st := g_Obj_Move(@Obj, False, spl)
+ else
+ st := 0;
if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
(Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
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;
end;
+ WEAPON_FLAMETHROWER: // Îãíåìåò
+ begin
+ // Ñî âðåìåíåì óìèðàåò
+ if (Timeout < 1) then
+ begin
+ ShotType := 0;
+ Continue;
+ end;
+ // Ïîä âîäîé òîæå
+ if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
+ begin
+ if WordBool(st and MOVE_HITWATER) then
+ begin
+ if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 0;
+ tcx := Random(8);
+ tcy := Random(8);
+ g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
+ cy-4+tcy-(Anim.Height div 2),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end
+ else
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ ShotType := 0;
+ Continue;
+ end;
+
+ // Ãðàâèòàöèÿ
+ if Stopped = 0 then
+ Obj.Accel.Y := Obj.Accel.Y + 1;
+ // Ïîïàëè â ñòåíó èëè â âîäó:
+ if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then
+ begin
+ // Ïðèëèïàåì:
+ Obj.Vel.X := 0;
+ Obj.Vel.Y := 0;
+ Obj.Accel.Y := 0;
+ if WordBool(st and MOVE_HITWALL) then
+ Stopped := MOVE_HITWALL
+ else if WordBool(st and MOVE_HITLAND) then
+ Stopped := MOVE_HITLAND
+ else if WordBool(st and MOVE_HITCEIL) then
+ Stopped := MOVE_HITCEIL;
+ end;
+
+ a := IfThen(Stopped = 0, 3, 1);
+ // Åñëè â êîãî-òî ïîïàëè
+ if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
+ begin
+ // HIT_FLAME ñàì ïîäîææåò
+ // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
+ if Stopped = 0 then
+ ShotType := 0;
+ end;
+
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
+ begin
+ Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
+ Anim.Alpha := 0;
+ case Stopped of
+ MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
+ MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
+ MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
+ else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
+ 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;
+
WEAPON_BFG: // BFG
begin
// Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
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);
begin
if gGameSettings.GameType = GT_SERVER then
MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
- Animation.Free();
- Animation := nil;
+ if Animation <> nil then
+ begin
+ Animation.Free();
+ Animation := nil;
+ end;
end
- else if (oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y) then
+ else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
MH_SEND_UpdateShot(i);
end;
else
Animation.Draw(Obj.X, Obj.Y, M_NONE);
end
- else
+ 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)
- else
+ else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
Mem.WriteDWORD(Shots[i].Triggers[j]);
// Îáúåêò ñíàðÿäà:
Obj_SaveState(@Shots[i].Obj, Mem);
+ // Êîñòûëèíà åáàíàÿ:
+ Mem.WriteByte(Shots[i].Stopped);
end;
end;
Mem.ReadDWORD(Shots[i].Triggers[j]);
// Îáúåêò ïðåäìåòà:
Obj_LoadState(@Shots[i].Obj, Mem);
+ // Êîñòûëèíà åáàíàÿ:
+ Mem.ReadByte(Shots[i].Stopped);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
Shots[i].TextureID := DWORD(-1);
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.