diff -r 1d3dc553829c -r 34e810295d08 hedgewars/uGearsRender.pas --- a/hedgewars/uGearsRender.pas Mon Jan 14 03:23:21 2019 +0100 +++ b/hedgewars/uGearsRender.pas Mon Jan 14 03:52:09 2019 +0100 @@ -69,8 +69,6 @@ if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then begin EnableTexture(false); - //glEnable(GL_LINE_SMOOTH); - Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF); @@ -92,7 +90,6 @@ openglPopMatrix(); EnableTexture(true); - //glDisable(GL_LINE_SMOOTH) end end; @@ -426,7 +423,7 @@ begin if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and /// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer - (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and + (((CurAmmoGear <> nil) and // don't render crosshair/laser during kamikaze ((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or @@ -816,9 +813,6 @@ amSeduction: begin DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle); DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA); - //Tint($FF, $0, $0, $AA); - //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10); - //untint; end; amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); amRCPlane: begin @@ -915,17 +909,6 @@ 0); HatVisible:= true; - (* with HH^ do - if (HatTex <> nil) - and (HatVisibility > 0) then - DrawTextureF(HatTex, - HatVisibility, - sx, - sy - 5, - 0, - sign, - 32, - 32); *) end; defaultPos:= false @@ -1099,13 +1082,6 @@ if (Gear^.State and gstHHDriven) <> 0 then begin - (* if (CurAmmoGear = nil) then - begin - amt:= CurrentHedgehog^.CurAmmoType; - case amt of - amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); - end - end; *) if (CurAmmoGear = nil) then begin if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0) @@ -1189,11 +1165,9 @@ tx := ox; // don't go offscreen - //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx))); - //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty))); - t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor); + t:= 32; tx := min(max(tx, ViewLeftX + t), ViewRightX - t); - t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor); + t:= 32; ty := min(ty, ViewBottomY - 96); // don't overlap with HH or HH tags if ty < ViewTopY + t then @@ -1272,15 +1246,12 @@ aAngle: real; startX, endX, startY, endY: LongInt; begin - // airmine has its own sprite + // airmine has its own sprite if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF); - //if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF); if Gear^.Target.X <> NoPointX then if Gear^.AmmoType = amBee then DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else if Gear^.AmmoType = amIceGun then - //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8) - //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) else begin @@ -1343,9 +1314,7 @@ DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32); if Gear^.Health > 0 then begin - //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health))))); - //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); DrawSprite(sprVampiric, x - 24, y - 24, 0); untint end @@ -1582,8 +1551,6 @@ Tint(Gear^.Tint); // Needs a nicer white texture to tint DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); - //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); - //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); untint; end else //if not isInLag then @@ -1598,8 +1565,6 @@ DrawSprite(sprFlake, x, y, Gear^.Timer) else DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle); -//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) -//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); if Gear^.FlightTime > 0 then untint; end; @@ -1617,11 +1582,6 @@ DrawSprite(sprTardis, x-25, y-64,1); if Gear^.Pos <> 2 then untint -(* - Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250)))); - DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25); - untint -*) end; gtIceGun: begin HHGear := Gear^.Hedgehog^.Gear;