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@ -104,7 +104,7 @@ void TestFX(DVECTOR Pos,CThing *Parent)
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*/
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/*****************************************************************************/
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_FLAMES;
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_JELLYFISH_LEGS;
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#include "game\game.h"
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CFXZZZZ *TFX=0;
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@ -121,7 +121,7 @@ void TestFX(DVECTOR Pos,CThing *Parent)
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TFX=0;
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}
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*/
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CFX::Create((CFX::FX_TYPE)FXType,Pos);
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CFX::Create((CFX::FX_TYPE)FXType,Parent);
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}
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@ -54,6 +54,8 @@ void CFXJellyFishLegs::think(int _frames)
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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const int LegXInc=4;
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void CFXJellyFishLegs::render()
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{
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CFX::render();
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@ -67,35 +69,25 @@ int ThisAngle=Angle;
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int LegHeight=SprBank->getFrameHeight(FRM__LEG)-4;
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int ScaleWInc=(Scale*LegWInc)>>12;
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int ScaleHInc=(Scale*LegHInc)>>12;
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int XInc=LegXInc;
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RenderPos.vx+=Ofs.vx;
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RenderPos.vy+=Ofs.vy;
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if (!XFlip) XInc=-XInc;
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for (int i=0; i<LegCount; i++)
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{
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ThisAngle+=AngleInc;
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ThisAngle&=CIRCLE_TAB_MASK;
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H=LegHeight+(CircleTable[ThisAngle]>>5);
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int spriteWidth = ( Scale * CGameScene::getSpriteBank()->getFrameWidth(FRM__LEG) ) >> 12;
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POLY_FT4 *Ft4;
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx,RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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/*if ( !XFlip )
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{
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx + 6 + ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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}
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else
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{
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx - 6 - ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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}*/
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx+(i*XInc),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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if (!XFlip)
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{
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// Ft4->x1-=WOfs;
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// Ft4->x3-=WOfs;
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Ft4->x0+=WOfs/2;
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Ft4->x2+=WOfs/2;
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Ft4->x1-=WOfs/2;
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@ -103,8 +95,6 @@ int ScaleHInc=(Scale*LegHInc)>>12;
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}
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else
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{
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// Ft4->x0+=WOfs;
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// Ft4->x2+=WOfs;
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Ft4->x0+=WOfs/2;
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Ft4->x2+=WOfs/2;
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Ft4->x1-=WOfs/2;
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@ -114,8 +104,6 @@ int ScaleHInc=(Scale*LegHInc)>>12;
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Ft4->y2=Ft4->y0+H;
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Ft4->y3=Ft4->y1+H;
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// RenderPos.vy+=H+LegHInc;
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// WOfs+=LegWInc;
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RenderPos.vy+=H+ScaleHInc;
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WOfs+=ScaleWInc;
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