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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); |
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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; |
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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; |