hedgewars/uGearsRender.pas
changeset 10312 eda8d563f677
parent 10264 cb4331b032f4
child 10313 769061317dc5
equal deleted inserted replaced
10311:30b5fab302f6 10312:eda8d563f677
   961                 if (cTagsMask and htName) <> 0 then
   961                 if (cTagsMask and htName) <> 0 then
   962                     ty := ty - NameTagTex^.h - 2;
   962                     ty := ty - NameTagTex^.h - 2;
   963                 if (cTagsMask and htHealth) <> 0 then
   963                 if (cTagsMask and htHealth) <> 0 then
   964                     ty := ty - HealthTagTex^.h - 2;
   964                     ty := ty - HealthTagTex^.h - 2;
   965                 tx := ox;
   965                 tx := ox;
   966                 tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
   966 
   967                 ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
   967                 // don't go offscreen
       
   968                 //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
       
   969                 //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
       
   970                 t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor);
       
   971                 tx := min(max(tx, ViewLeftX + t), ViewRightX  - t);
       
   972                 t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor);
       
   973                 ty := min(ty, ViewBottomY - 96);
       
   974                 // don't overlap with HH or HH tags
       
   975                 if ty < ViewTopY + t then ty:= max(ViewTopY + t, oy + t);
   968 
   976 
   969                 dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90;
   977                 dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90;
   970 
   978 
   971                 DrawSpriteRotatedF(sprFinger, tx, ty, GameTicks div 32 mod 16, 1, dAngle);
   979                 DrawSpriteRotatedF(sprFinger, tx, ty, RealTicks div 32 mod 16, 1, dAngle);
   972                 end;
   980                 end;
   973 
   981 
   974 
   982 
   975             if (Gear^.State and gstDrowning) = 0 then
   983             if (Gear^.State and gstDrowning) = 0 then
   976                 if (Gear^.State and gstHHThinking) <> 0 then
   984                 if (Gear^.State and gstHHThinking) <> 0 then