69 |
69 |
70 glPushMatrix; |
70 glPushMatrix; |
71 |
71 |
72 glTranslatef(WorldDx, WorldDy, 0); |
72 glTranslatef(WorldDx, WorldDy, 0); |
73 |
73 |
74 glLineWidth(2.0 * zoom); |
74 glLineWidth(2.0 * cScaleFactor); |
75 |
75 |
76 Tint($C0, $C0, $C0, $FF); |
76 Tint($C0, $C0, $C0, $FF); |
77 |
77 |
78 glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]); |
78 glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]); |
79 glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2); |
79 glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2); |
961 if (cTagsMask and htName) <> 0 then |
961 if (cTagsMask and htName) <> 0 then |
962 ty := ty - NameTagTex^.h - 2; |
962 ty := ty - NameTagTex^.h - 2; |
963 if (cTagsMask and htHealth) <> 0 then |
963 if (cTagsMask and htHealth) <> 0 then |
964 ty := ty - HealthTagTex^.h - 2; |
964 ty := ty - HealthTagTex^.h - 2; |
965 tx := ox; |
965 tx := ox; |
966 tx := round(max(((-cScreenWidth + 16) / zoom) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / zoom) - SpritesData[sprFinger].Width div 2, tx))); |
966 tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx))); |
967 ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / (zoom)) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (zoom)) - SpritesData[sprFinger].Width div 2 - 96, ty))); |
967 ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty))); |
968 |
968 |
969 dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90; |
969 dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90; |
970 |
970 |
971 DrawSpriteRotatedF(sprFinger, tx, ty, GameTicks div 32 mod 16, 1, dAngle); |
971 DrawSpriteRotatedF(sprFinger, tx, ty, GameTicks div 32 mod 16, 1, dAngle); |
972 end; |
972 end; |