equal
deleted
inserted
replaced
378 glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
378 glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
379 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
379 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
380 |
380 |
381 glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
381 glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
382 glDisableClientState(GL_VERTEX_ARRAY); |
382 glDisableClientState(GL_VERTEX_ARRAY); |
383 Tint($FFFFFFFF); |
383 Tint($FF, $FF, $FF, $FF); |
384 |
384 |
385 {for i:= -1 to cWaterSprCount do |
385 {for i:= -1 to cWaterSprCount do |
386 DrawSprite(sprWater, |
386 DrawSprite(sprWater, |
387 i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
387 i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
388 cWaterLine + WorldDy + dY, |
388 cWaterLine + WorldDy + dY, |
650 with TeamsArray[t]^ do |
650 with TeamsArray[t]^ do |
651 begin |
651 begin |
652 highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
652 highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
653 |
653 |
654 if highlight then |
654 if highlight then |
655 Tint(Clan^.Color); |
655 Tint(((Clan^.Color shr 16) and $FF), ((Clan^.Color shr 8) and $FF), (Clan^.Color and $FF), $FF); |
656 |
656 |
657 // draw name |
657 // draw name |
658 DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex); |
658 DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex); |
659 |
659 |
660 // draw flag |
660 // draw flag |
673 DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex); |
673 DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex); |
674 // if highlighted, draw flag and other contents again to keep their colors |
674 // if highlighted, draw flag and other contents again to keep their colors |
675 // this approach should be faster than drawing all borders one by one tinted or not |
675 // this approach should be faster than drawing all borders one by one tinted or not |
676 if highlight then |
676 if highlight then |
677 begin |
677 begin |
678 Tint($FFFFFFFF); |
678 Tint($FF, $FF, $FF, $FF); |
679 |
679 |
680 // draw name |
680 // draw name |
681 r.x:= 2; |
681 r.x:= 2; |
682 r.y:= 2; |
682 r.y:= 2; |
683 r.w:= NameTagTex^.w - 4; |
683 r.w:= NameTagTex^.w - 4; |
843 glEnableClientState(GL_VERTEX_ARRAY); |
843 glEnableClientState(GL_VERTEX_ARRAY); |
844 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
844 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
845 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
845 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
846 glDisableClientState(GL_VERTEX_ARRAY); |
846 glDisableClientState(GL_VERTEX_ARRAY); |
847 glEnable(GL_TEXTURE_2D); |
847 glEnable(GL_TEXTURE_2D); |
848 Tint($FFFFFFFF); |
848 Tint($FF, $FF, $FF, $FF); |
849 if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone |
849 if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone |
850 end |
850 end |
851 end; |
851 end; |
852 |
852 |
853 SetScale(zoom); |
853 SetScale(zoom); |