equal
deleted
inserted
replaced
1275 VGear^.dX:= toX; |
1275 VGear^.dX:= toX; |
1276 VGear^.dY:= toY; |
1276 VGear^.dY:= toY; |
1277 VGear^.Tint:= $FFFFFF00 or ($FF * (i + 1) div (steps)); |
1277 VGear^.Tint:= $FFFFFF00 or ($FF * (i + 1) div (steps)); |
1278 |
1278 |
1279 // reached edge of land. assume infinite beam. Extend it way out past camera |
1279 // reached edge of land. assume infinite beam. Extend it way out past camera |
1280 if (round(toX) and LAND_WIDTH_MASK <> 0) |
1280 if ((round(toX) and LAND_WIDTH_MASK <> 0) and (not (WorldEdge in [weBounce, weWrap]))) |
1281 or (round(toY) and LAND_HEIGHT_MASK <> 0) then |
1281 or (round(toY) and LAND_HEIGHT_MASK <> 0) then |
1282 // only extend if not under water |
1282 // only extend if not under water |
1283 if not CheckCoordInWater(round(toX), round(toY)) then |
1283 if not CheckCoordInWater(round(toX), round(toY)) then |
1284 begin |
1284 begin |
1285 VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X); |
1285 VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X); |