hedgewars/uWorld.pas
changeset 8471 7681d14b9f01
parent 8425 4f226963faef
child 8675 3fb25201d303
equal deleted inserted replaced
8470:01ddeb241c21 8471:7681d14b9f01
    72     tmpSurface: PSDL_Surface;
    72     tmpSurface: PSDL_Surface;
    73     fpsTexture: PTexture;
    73     fpsTexture: PTexture;
    74     timeTexture: PTexture;
    74     timeTexture: PTexture;
    75     FPS: Longword;
    75     FPS: Longword;
    76     CountTicks: Longword;
    76     CountTicks: Longword;
    77     SoundTimerTicks: Longword;
       
    78     prevPoint, prevTargetPoint: TPoint;
    77     prevPoint, prevTargetPoint: TPoint;
    79     amSel: TAmmoType = amNothing;
    78     amSel: TAmmoType = amNothing;
    80     missionTex: PTexture;
    79     missionTex: PTexture;
    81     missionTimer: LongInt;
    80     missionTimer: LongInt;
    82     stereoDepth: GLfloat;
    81     stereoDepth: GLfloat;
  1512             SDL_FreeSurface(tmpSurface)
  1511             SDL_FreeSurface(tmpSurface)
  1513             end;
  1512             end;
  1514         if fpsTexture <> nil then
  1513         if fpsTexture <> nil then
  1515             DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
  1514             DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
  1516         end;
  1515         end;
  1517 
  1516 end;
  1518     // lag warning (?)
  1517 
  1519     inc(SoundTimerTicks, Lag);
       
  1520 end;
       
  1521 
       
  1522 if SoundTimerTicks >= 50 then
       
  1523 begin
       
  1524     SoundTimerTicks:= 0;
       
  1525     if cVolumeDelta <> 0 then
       
  1526     begin
       
  1527         str(ChangeVolume(cVolumeDelta), s);
       
  1528         AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume);
       
  1529     end;
       
  1530     if isAudioMuted then
       
  1531         AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume)
       
  1532 end;
       
  1533 
  1518 
  1534 if GameState = gsConfirm then
  1519 if GameState = gsConfirm then
  1535     DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture);
  1520     DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture);
  1536 
  1521 
  1537 if ScreenFade <> sfNone then
  1522 if ScreenFade <> sfNone then