changeset 9666 | 8dcb25112d96 |
parent 9285 | 8e8b908970c2 |
child 9762 | 938d1c08d0d1 |
9665:bfd62e380327 | 9666:8dcb25112d96 |
---|---|
165 else |
165 else |
166 DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
166 DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
167 end; |
167 end; |
168 end; |
168 end; |
169 if Gear^.Tint <> $FFFFFFFF then |
169 if Gear^.Tint <> $FFFFFFFF then |
170 Tint($FF,$FF,$FF,$FF); |
170 untint; |
171 Gear:= Gear^.NextGear |
171 Gear:= Gear^.NextGear |
172 end |
172 end |
173 end; |
173 end; |
174 // this layer is on the land level (which is close but behind the screen plane) when stereo |
174 // this layer is on the land level (which is close but behind the screen plane) when stereo |
175 1: begin |
175 1: begin |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
218 DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) |
219 else |
219 else |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
220 DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
221 vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
222 end; |
222 end; |
223 //if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF); |
223 //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; |
224 if (Gear^.Tint <> $FFFFFFFF) then |
224 if (Gear^.Tint <> $FFFFFFFF) then |
225 Tint($FF,$FF,$FF,$FF); |
225 untint; |
226 Gear:= Gear^.NextGear |
226 Gear:= Gear^.NextGear |
227 end |
227 end |
228 end; |
228 end; |
229 // this layer is on the screen plane (depth = 0) when stereo |
229 // this layer is on the screen plane (depth = 0) when stereo |
230 3: begin |
230 3: begin |
282 if (cReducedQuality and rqAntiBoom) = 0 then |
282 if (cReducedQuality and rqAntiBoom) = 0 then |
283 case Gear^.Kind of |
283 case Gear^.Kind of |
284 vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
284 vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
285 end; |
285 end; |
286 if (Gear^.Tint <> $FFFFFFFF) or tinted then |
286 if (Gear^.Tint <> $FFFFFFFF) or tinted then |
287 Tint($FF,$FF,$FF,$FF); |
287 untint; |
288 Gear:= Gear^.NextGear |
288 Gear:= Gear^.NextGear |
289 end |
289 end |
290 end; |
290 end; |
291 // this layer is outside the screen when stereo |
291 // this layer is outside the screen when stereo |
292 2: begin |
292 2: begin |
366 end |
366 end |
367 else |
367 else |
368 DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer); |
368 DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer); |
369 end; |
369 end; |
370 if (Gear^.Tint <> $FFFFFFFF) or tinted then |
370 if (Gear^.Tint <> $FFFFFFFF) or tinted then |
371 Tint($FF,$FF,$FF,$FF); |
371 untint; |
372 Gear:= Gear^.NextGear |
372 Gear:= Gear^.NextGear |
373 end |
373 end |
374 end; |
374 end; |
375 // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land |
375 // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land |
376 4: begin |
376 4: begin |
394 DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
394 DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
395 else |
395 else |
396 DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); |
396 DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); |
397 end; |
397 end; |
398 if (Gear^.Tint <> $FFFFFFFF) then |
398 if (Gear^.Tint <> $FFFFFFFF) then |
399 Tint($FF,$FF,$FF,$FF); |
399 untint; |
400 Gear:= Gear^.NextGear |
400 Gear:= Gear^.NextGear |
401 end |
401 end |
402 end; |
402 end; |
403 // this layer is on the screen plane (depth = 0) when stereo, but just behind the land |
403 // this layer is on the screen plane (depth = 0) when stereo, but just behind the land |
404 5: begin |
404 5: begin |
422 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
422 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
423 else |
423 else |
424 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
424 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
425 end; |
425 end; |
426 if (Gear^.Tint <> $FFFFFFFF) then |
426 if (Gear^.Tint <> $FFFFFFFF) then |
427 Tint($FF,$FF,$FF,$FF); |
427 untint; |
428 Gear:= Gear^.NextGear |
428 Gear:= Gear^.NextGear |
429 end |
429 end |
430 end; |
430 end; |
431 // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land |
431 // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land |
432 6: begin |
432 6: begin |
446 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
446 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
447 else |
447 else |
448 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
448 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
449 end; |
449 end; |
450 if (Gear^.Tint <> $FFFFFFFF) then |
450 if (Gear^.Tint <> $FFFFFFFF) then |
451 Tint($FF,$FF,$FF,$FF); |
451 untint; |
452 Gear:= Gear^.NextGear |
452 Gear:= Gear^.NextGear |
453 end |
453 end |
454 end; |
454 end; |
455 end; |
455 end; |
456 end; |
456 end; |