hedgewars/uVisualGears.pas
author nemo
Sun, 14 Aug 2011 17:49:12 -0400
changeset 5564 4f42009237df
parent 5563 fc73b6e941f7
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permissions -rw-r--r--
For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, uFloat, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure KickFlakes(Radius, X, Y: LongInt);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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function  VisualGearByUID(uid : Longword) : PVisualGear;
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procedure AddClouds;
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procedure ChangeToSDClouds;
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procedure AddFlakes;
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procedure ChangeToSDFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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implementation
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uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils;
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const cExplFrameTicks = 110;
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// For better maintainability the step handlers of visual gears are stored
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// in a separate file.
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{$INCLUDE "VGSHandlers.inc"}
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var s: shortstring;
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    Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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    if Gear <> nil then
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        with Gear^ do
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            begin
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            str(Damage, s);
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            Tex:= RenderStringTex(s, Color, fntSmall);
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            end
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    end
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end;
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// ==================================================================
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// ==================================================================
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const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
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        (
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            @doStepFlake,
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            @doStepCloud,
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            @doStepExpl,
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            @doStepExpl,
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            @doStepFire,
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            @doStepSmallDamage,
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            @doStepTeamHealthSorter,
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            @doStepSpeechBubble,
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            @doStepBubble,
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            @doStepSteam,
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            @doStepAmmo,
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            @doStepSmoke,
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            @doStepSmoke,
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            @doStepShell,
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            @doStepDust,
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            @doStepSplash,
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            @doStepDroplet,
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            @doStepSmokeRing,
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            @doStepBeeTrace,
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            @doStepEgg,
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            @doStepFeather,
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            @doStepHealthTag,
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            @doStepSmokeTrace,
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            @doStepSmokeTrace,
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            @doStepExplosion,
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            @doStepBigExplosion,
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            @doStepChunk,
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            @doStepNote,
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            @doStepLineTrail,
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            @doStepBulletHit,
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            @doStepCircle,
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            @doStepSmoothWindBar,
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            @doStepStraightShot
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        );
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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const VGCounter: Longword = 0;
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var gear: PVisualGear;
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    t: Longword;
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    sp: real;
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begin
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AddVisualGear:= nil;
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if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet))) and // we are scrolling now
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   ((Kind <> vgtCloud) and not Critical) then exit;
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if ((cReducedQuality and rqAntiBoom) <> 0) and
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   not Critical and
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   not (Kind in
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   [vgtTeamHealthSorter,
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    vgtSmallDamageTag,
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    vgtSpeechBubble,
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    vgtHealthTag,
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    vgtExplosion,
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    vgtSmokeTrace,
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    vgtEvilTrace,
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    vgtNote,
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    vgtSmoothWindBar]) then exit;
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inc(VGCounter);
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New(gear);
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koda
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   140
FillChar(gear^, sizeof(TVisualGear), 0);
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
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   141
gear^.X:= real(X);
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
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   142
gear^.Y:= real(Y);
2695
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koda
parents: 2671
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gear^.Kind := Kind;
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koda
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gear^.doStep:= doStepHandlers[Kind];
3440
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sheepluva
parents: 3420
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   145
gear^.State:= 0;
3475
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smxx
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gear^.Tint:= $FFFFFFFF;
4422
5e8cfef25ccb add a uid to VGs for purpose of Lua manipulation
nemo
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gear^.uid:= VGCounter;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   148
2695
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koda
parents: 2671
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with gear^ do
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    case Kind of
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    vgtFlake: begin
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
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                Timer:= 0;
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nemo
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                tdX:= 0;
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nemo
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                tdY:= 0;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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                if SuddenDeathDmg then
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Henek
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                    begin
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Henek
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                    FrameTicks:= random(vobSDFrameTicks);
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Henek
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                    Frame:= random(vobSDFramesCount);
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Henek
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   159
                    end
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Henek
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   160
                else
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Henek
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                    begin
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Henek
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                    FrameTicks:= random(vobFrameTicks);
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Henek
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   163
                    Frame:= random(vobFramesCount);
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Henek
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   164
                    end;
2948
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   165
                Angle:= random * 360;
3593
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nemo
parents: 3592
diff changeset
   166
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   167
                dy:= 0.000003506096 * random(7000);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   168
                if random(2) = 0 then dx := -dx;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   169
                if SuddenDeathDmg then dAngle:= (random(2) * 2 - 1) * (1 + random) * vobSDVelocity / 1000
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
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   170
                else dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
2948
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   171
                end;
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   172
    vgtCloud: begin
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   173
                Frame:= random(4);
3994
486da687d76a fix/tweak let clouds reflect wind speed and direction again + stronger
sheepluva
parents: 3976
diff changeset
   174
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
3593
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nemo
parents: 3592
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   175
                timer:= random(4096);
2948
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unc0rr
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   176
                end;
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unc0rr
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   177
    vgtExplPart,
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unc0rr
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   178
    vgtExplPart2: begin
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                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   180
                sp:= 0.001 * (random(95) + 70);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   181
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   182
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   183
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   184
                if random(2) = 0 then dy := -dy;
2948
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unc0rr
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   185
                Frame:= 7 - random(3);
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unc0rr
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                FrameTicks:= cExplFrameTicks
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unc0rr
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   187
                end;
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unc0rr
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   188
        vgtFire: begin
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unc0rr
parents: 2941
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   189
                t:= random(1024);
3593
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nemo
parents: 3592
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   190
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   191
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   192
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   193
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   194
                if random(2) = 0 then dy := -dy;
2948
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unc0rr
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   195
                FrameTicks:= 650 + random(250);
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unc0rr
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                Frame:= random(8)
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   197
                end;
3115
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smxx
parents: 3096
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   198
         vgtEgg: begin
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smxx
parents: 3096
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   199
                t:= random(1024);
3593
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nemo
parents: 3592
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   200
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   201
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   202
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   203
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   204
                if random(2) = 0 then dy := -dy;
3115
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smxx
parents: 3096
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                FrameTicks:= 650 + random(250);
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smxx
parents: 3096
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                Frame:= 1
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smxx
parents: 3096
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   207
                end;
2948
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unc0rr
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        vgtShell: FrameTicks:= 500;
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unc0rr
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   209
    vgtSmallDamageTag: begin
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                gear^.FrameTicks:= 1100
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unc0rr
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   211
                end;
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    vgtBubble: begin
3593
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nemo
parents: 3592
diff changeset
   213
                dx:= 0.0000038654705 * random(10000);
3909
4ba25a3d15af remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
nemo
parents: 3836
diff changeset
   214
                dy:= 0;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   215
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   216
                FrameTicks:= 250 + random(1751);
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unc0rr
parents: 2941
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   217
                Frame:= random(5)
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unc0rr
parents: 2941
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   218
                end;
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unc0rr
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   219
    vgtSteam: begin
3593
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nemo
parents: 3592
diff changeset
   220
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   221
                dy:= 0.001 * (random(85) + 95);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   222
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   223
                Frame:= 7 - random(3);
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unc0rr
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   224
                FrameTicks:= cExplFrameTicks * 2;
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unc0rr
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   225
                end;
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   226
    vgtAmmo: begin
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
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   227
                alpha:= 1.0;
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   228
                scale:= 1.0
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   229
                end;
3697
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koda
parents: 3689
diff changeset
   230
  vgtSmokeWhite,
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nemo
parents: 2699
diff changeset
   231
  vgtSmoke: begin
3593
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nemo
parents: 3592
diff changeset
   232
                dx:= 0.0002 * (random(45) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   233
                dy:= 0.0002 * (random(45) + 10);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   234
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   235
                Frame:= 7 - random(2);
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unc0rr
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   236
                FrameTicks:= cExplFrameTicks * 2;
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unc0rr
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   237
                end;
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8a1725b4f724 Engine:
smxx
parents: 2827
diff changeset
   238
  vgtDust: begin
3593
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nemo
parents: 3592
diff changeset
   239
                dx:= 0.005 * (random(15) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   240
                dy:= 0.001 * (random(40) + 20);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   241
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   242
                Frame:= 7 - random(2);
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unc0rr
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   243
                FrameTicks:= random(20) + 15;
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unc0rr
parents: 2941
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   244
                end;
2974
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smxx
parents: 2972
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   245
  vgtSplash: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   246
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   247
                dy:= 0;
2974
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smxx
parents: 2972
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   248
                FrameTicks:= 740;
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smxx
parents: 2972
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   249
                Frame:= 19;
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smxx
parents: 2972
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   250
                end;
2982
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nemo
parents: 2974
diff changeset
   251
    vgtDroplet: begin
3593
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nemo
parents: 3592
diff changeset
   252
                dx:= 0.001 * (random(75) + 15);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   253
                dy:= -0.001 * (random(80) + 120);
3597
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sheepluva
parents: 3594
diff changeset
   254
                if random(2) = 0 then dx := -dx;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   255
                FrameTicks:= 250 + random(1751);
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nemo
parents: 2974
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   256
                Frame:= random(3)
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nemo
parents: 2974
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   257
                end;
3080
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smxx
parents: 3062
diff changeset
   258
   vgtBeeTrace: begin
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smxx
parents: 3062
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                FrameTicks:= 1000;
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smxx
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                Frame:= random(16);
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smxx
parents: 3062
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   261
                end;
3032
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palewolf
parents: 2986
diff changeset
   262
    vgtSmokeRing: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
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   263
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   264
                dy:= 0;
3032
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palewolf
parents: 2986
diff changeset
   265
                FrameTicks:= 600;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   266
                Timer:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   267
                Frame:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   268
                scale:= 0.6;
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palewolf
parents: 2986
diff changeset
   269
                alpha:= 1;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
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   270
                angle:= random(360);
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   271
                end;
3145
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mbait
parents: 3118
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   272
     vgtFeather: begin
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mbait
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   273
                t:= random(1024);
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nemo
parents: 3592
diff changeset
   274
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
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   275
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
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   276
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
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   277
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   278
                if random(2) = 0 then dy := -dy;
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mbait
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                FrameTicks:= 650 + random(250);
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mbait
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                Frame:= 1
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mbait
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   281
                end;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   282
  vgtHealthTag: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   283
                gear^.Timer:= 1500;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   284
                //gear^.Z:= 2002;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   285
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   286
  vgtSmokeTrace,
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   287
  vgtEvilTrace: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   288
                gear^.X:= gear^.X - 16;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   289
                gear^.Y:= gear^.Y - 16;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   290
                gear^.State:= 8;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   291
                //gear^.Z:= cSmokeZ
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   292
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   293
vgtBigExplosion: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   294
                gear^.Angle:= random(360);
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   295
                end;
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   296
      vgtChunk: begin
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   297
                gear^.Frame:= random(4);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   298
                t:= random(1024);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   299
                sp:= 0.001 * (random(85) + 47);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   300
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   301
                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   302
                if random(2) = 0 then dx := -dx;
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   303
                end;
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   304
      vgtNote: begin
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   305
                dx:= 0.005 * (random(15) + 10);
3706
a79784328c03 Engine:
smaxx
parents: 3704
diff changeset
   306
                dy:= -0.001 * (random(40) + 20);
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   307
                if random(2) = 0 then dx := -dx;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   308
                Frame:= random(4);
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   309
                FrameTicks:= random(2000) + 1500;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   310
                end;
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   311
  vgtBulletHit: begin
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   312
                dx:= 0;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   313
                dy:= 0;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   314
                FrameTicks:= 350;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   315
                Frame:= 7;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   316
                Angle := 0;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   317
                end;
5357
ec36f3d53f3c Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents: 5256
diff changeset
   318
vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
5562
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   319
 vgtStraightShot: begin
5564
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   320
                dx:= 0.001 * random(45);
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   321
                dy:= 0.001 * (random(20) + 25);
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   322
                State:= ord(sprHealth);
5562
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   323
                if random(2) = 0 then dx := -dx;
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   324
                Frame:= 0;
5564
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   325
                FrameTicks:= random(750) + 1250;
5563
fc73b6e941f7 Use same visual gear for health tags and hearts.
nemo
parents: 5562
diff changeset
   326
                State:= ord(sprSnowDust);
5562
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   327
                end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   328
        end;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   329
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   330
if State <> 0 then gear^.State:= State;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   331
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   332
if VisualGearsList <> nil then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   333
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   334
    VisualGearsList^.PrevGear:= gear;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   335
    gear^.NextGear:= VisualGearsList
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   336
    end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   337
VisualGearsList:= gear;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   338
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   339
AddVisualGear:= gear;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   340
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   341
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   342
procedure DeleteVisualGear(Gear: PVisualGear);
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   343
begin
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   344
    if Gear^.Tex <> nil then
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   345
        FreeTexture(Gear^.Tex);
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   346
    Gear^.Tex:= nil;
1505
3a96e93572cb - Convert small damage tag to visual gears
unc0rr
parents: 1132
diff changeset
   347
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   348
    if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   349
    if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   350
    else VisualGearsList:= Gear^.NextGear;
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   351
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   352
    if lastVisualGearByUID = Gear then lastVisualGearByUID:= nil;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   353
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   354
    Dispose(Gear);
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   355
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   356
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   357
procedure ProcessVisualGears(Steps: Longword);
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   358
var Gear, t: PVisualGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   359
begin
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   360
if Steps = 0 then exit;
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   361
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   362
t:= VisualGearsList;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   363
while t <> nil do
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   364
      begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   365
      Gear:= t;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   366
      t:= Gear^.NextGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   367
      Gear^.doStep(Gear, Steps)
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   368
      end
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   369
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   370
3083
8da8f2515221 Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
nemo
parents: 3080
diff changeset
   371
procedure KickFlakes(Radius, X, Y: LongInt);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   372
var Gear, t: PVisualGear;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   373
    dmg: LongInt;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   374
begin
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   375
if (vobCount = 0) or (vobCount > 200) then exit;
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   376
t:= VisualGearsList;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   377
while t <> nil do
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   378
      begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   379
      Gear:= t;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   380
      if Gear^.Kind = vgtFlake then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   381
          begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   382
          // Damage calc from doMakeExplosion
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   383
          dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   384
          if dmg > 1 then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   385
              begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   386
              Gear^.tdX:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   387
              if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   388
              Gear^.tdY:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   389
              if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
2986
c0c91cd3f423 Trying to tweak kicks a bit
nemo
parents: 2985
diff changeset
   390
              Gear^.Timer:= 200
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   391
              end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   392
          end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   393
      t:= Gear^.NextGear
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   394
      end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   395
end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   396
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   397
procedure DrawVisualGears(Layer: LongWord);
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   398
var Gear: PVisualGear;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   399
    tinted: boolean;
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   400
    tmp: real;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   401
begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   402
Gear:= VisualGearsList;
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   403
case Layer of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   404
    // this layer is very distant in the background when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   405
    0: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   406
        begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   407
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   408
        case Gear^.Kind of
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   409
            vgtFlake: if SuddenDeathDmg then
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   410
                          if vobSDVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   411
                              DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   412
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   413
                              DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   414
                      else
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   415
                          if vobVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   416
                              DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   417
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   418
                              DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
4772
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   419
            vgtCloud: if SuddenDeathDmg then
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   420
                          DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   421
                      else
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   422
                          DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   423
            end;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   424
        if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   425
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   426
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   427
    // this layer is on the land level (which is close but behind the screen plane) when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   428
    1: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   429
        begin
5491
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   430
        //tinted:= false;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   431
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   432
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   433
            vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   434
            vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
4279
b697a26ed538 Light trails for bullets
Palewolf
parents: 4159
diff changeset
   435
            vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   436
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   437
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   438
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   439
                vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   440
                vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   441
                vgtDust: if Gear^.State = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   442
                             DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   443
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   444
                             DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   445
                vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   446
                             DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   447
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   448
                             DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   449
                vgtSplash: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   450
                               DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   451
                           else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   452
                               DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   453
                vgtDroplet: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   454
                                DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   455
                            else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   456
                                DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   457
                vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   458
            end;
5491
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   459
        //if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   460
        if (Gear^.Tint <> $FFFFFFFF) then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   461
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   462
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   463
    // this layer is on the screen plane (depth = 0) when stereo
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   464
    3: while Gear <> nil do
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   465
        begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   466
        tinted:= false;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   467
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   468
        case Gear^.Kind of
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   469
            vgtSpeechBubble: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   470
                             if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   471
                                 begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   472
                                 tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   473
                                 Tint($FF, $FF, $FF,  $66);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   474
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   475
                                 end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   476
                             else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   477
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   478
                             end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   479
            vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   480
            vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
5563
fc73b6e941f7 Use same visual gear for health tags and hearts.
nemo
parents: 5562
diff changeset
   481
            vgtStraightShot: DrawRotatedF(TSprite(Gear^.State), round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   482
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   483
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   484
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   485
                vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   486
            end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   487
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   488
        Gear:= Gear^.NextGear
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   489
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   490
    // this layer is outside the screen when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   491
    2: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   492
        begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   493
        tinted:= false;
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   494
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   495
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   496
            vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   497
            vgtBigExplosion: begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   498
                             tinted:= true;
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   499
                             Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   500
                             DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   501
                             end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   502
        end;
4809
9c7d5f802618 rearrange quality flags a little, disable snow rendering on rqLowRes
koda
parents: 4806
diff changeset
   503
        if (cReducedQuality and rqAntiBoom) = 0 then
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   504
            case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   505
                vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   506
                vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
3754
cb42d83587f5 Engine:
smaxx
parents: 3751
diff changeset
   507
                vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   508
                vgtAmmo: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   509
                         tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   510
                         Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   511
                         DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   512
                         DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   513
                         end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   514
                vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   515
                          if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   516
                              begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   517
                              Tint($FF, $FF, $FF, Gear^.FrameTicks);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   518
                              tinted:= true
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   519
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   520
                          DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   521
                          end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   522
                vgtFeather: begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   523
                            if Gear^.FrameTicks < 255 then
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   524
                                begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   525
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   526
                                tinted:= true
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   527
                                end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   528
                            DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   529
                          end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   530
                vgtEgg: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   531
                        if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   532
                            begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   533
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   534
                                tinted:= true
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   535
                            end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   536
                        DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   537
                        end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   538
                vgtBeeTrace: begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   539
                             if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   540
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   541
                             else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   542
                                 Tint($FF, $FF, $FF, $80);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   543
                             tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   544
                             DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   545
                             end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   546
                vgtSmokeRing: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   547
                              tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   548
                              Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   549
                              DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   550
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   551
                vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   552
                vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   553
            end;
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   554
        case Gear^.Kind of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   555
            vgtCircle: if gear^.Angle = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   556
                           begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   557
                           tmp:= Gear^.State / 100;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   558
                           DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   559
                           end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   560
                       else DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   561
        end;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   562
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   563
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   564
       end
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   565
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   566
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   567
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   568
function  VisualGearByUID(uid : Longword) : PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   569
var vg: PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   570
begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   571
VisualGearByUID:= nil;
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   572
if uid = 0 then exit;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   573
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   574
    begin
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   575
    VisualGearByUID:= lastVisualGearByUID;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   576
    exit
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   577
    end;
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   578
vg:= VisualGearsList;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   579
while vg <> nil do
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   580
    begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   581
    if vg^.uid = uid then
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   582
        begin
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   583
        lastVisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   584
        VisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   585
        exit
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   586
        end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   587
    vg:= vg^.NextGear
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   588
    end
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   589
end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   590
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   591
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   592
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   593
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   594
for i:= 0 to cCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   595
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   596
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   597
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   598
procedure ChangeToSDClouds;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   599
var       i: LongInt;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   600
    vg, tmp: PVisualGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   601
begin
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   602
if cCloudsNumber = cSDCloudsNumber then exit;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   603
vg:= VisualGearsList;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   604
while vg <> nil do
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   605
    if vg^.Kind = vgtCloud then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   606
        begin
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   607
        tmp:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   608
        DeleteVisualGear(vg);
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   609
        vg:= tmp
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   610
        end
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   611
    else vg:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   612
for i:= 0 to cSDCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   613
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   614
end;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   615
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   616
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   617
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   618
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   619
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   620
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   621
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   622
    for i:= 0 to Pred(vobCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   623
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   624
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   625
    for i:= 0 to Pred((vobCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   626
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   627
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   628
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   629
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   630
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   631
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   632
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   633
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   634
if vobCount = vobSDCount then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   635
vg:= VisualGearsList;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   636
while vg <> nil do
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   637
    if vg^.Kind = vgtFlake then
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   638
        begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   639
        tmp:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   640
        DeleteVisualGear(vg);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   641
        vg:= tmp
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   642
        end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   643
    else vg:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   644
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   645
    for i:= 0 to Pred(vobSDCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   646
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   647
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   648
    for i:= 0 to Pred((vobSDCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   649
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   650
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   651
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   652
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   653
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   654
    VisualGearsList:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   655
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   656
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   657
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   658
begin
3615
b78d7959540a further code cleanup and less redundancy
koda
parents: 3611
diff changeset
   659
    while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   660
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   661
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   662
end.