diff -r 2f52e422ce9e -r 74c621e12baa hedgewars/VGSHandlers.inc --- a/hedgewars/VGSHandlers.inc Sun Sep 11 16:18:49 2011 +0200 +++ b/hedgewars/VGSHandlers.inc Sun Sep 11 10:22:09 2011 -0400 @@ -587,23 +587,15 @@ //////////////////////////////////////////////////////////////////////////////// procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); -//var maxMovement: LongInt; +var maxMovement: LongInt; begin inc(Gear^.Timer, Steps); -(* -FIXME - This block desyncs due to the way WorldDx is important for various things network related. -One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit. - -// a comment by unC0Rr: instead of changing WorldDx shake cursor coordinates, that should be safe -// ... seems to still desync, and I tried banning when targetting too - if (Gear^.Timer and 5) = 0 then begin maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); ShakeCamera(maxMovement); end; -*) if Gear^.Timer > 250 then DeleteVisualGear(Gear); end; @@ -613,9 +605,9 @@ gX,gY: LongInt; vg: PVisualGear; begin -ScreenFade:= sfFromWhite; -ScreenFadeValue:= round(60 * zoom * zoom); -ScreenFadeSpeed:= 5; +//ScreenFade:= sfFromWhite; +//ScreenFadeValue:= round(60 * zoom * zoom); +//ScreenFadeSpeed:= 5; gX:= round(Gear^.X); gY:= round(Gear^.Y); AddVisualGear(gX, gY, vgtSmokeRing);