hedgewars/VGSHandlers.inc
changeset 3466 78d9fa9a700e
parent 3459 c552aa44108d
child 3587 eca835df4106
equal deleted inserted replaced
3465:b290993c0810 3466:78d9fa9a700e
   516 procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
   516 procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
   517 var maxMovement: LongInt;
   517 var maxMovement: LongInt;
   518 begin
   518 begin
   519 
   519 
   520 inc(Gear^.Timer, Steps);
   520 inc(Gear^.Timer, Steps);
       
   521 (*
       
   522 FIXME - This block desyncs due to the way WorldDx is important for various things network related.
       
   523 One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit.
   521 if (Gear^.Timer and 5) = 0 then
   524 if (Gear^.Timer and 5) = 0 then
   522     begin
   525     begin
   523     maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
   526     maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
   524     ShakeCamera(maxMovement);
   527     ShakeCamera(maxMovement);
   525     end;
   528     end;
       
   529 *)
   526 if Gear^.Timer > 250 then DeleteVisualGear(Gear);
   530 if Gear^.Timer > 250 then DeleteVisualGear(Gear);
   527 end;
   531 end;
   528 
   532 
   529 procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
   533 procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
   530 var i: LongWord;
   534 var i: LongWord;