diff -r 045e8162c9cd -r 8d41d22a291d hedgewars/uLandGraphics.pas --- a/hedgewars/uLandGraphics.pas Tue May 01 20:54:30 2012 +0400 +++ b/hedgewars/uLandGraphics.pas Tue May 01 19:56:55 2012 +0200 @@ -328,9 +328,9 @@ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[t, i]:= cExplosionBorderColor + LandPixels[t, i]:= ExplosionBorderColor else - LandPixels[t div 2, i div 2]:= cExplosionBorderColor; + LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //Despeckle(i, t); @@ -343,9 +343,9 @@ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[t, i]:= cExplosionBorderColor + LandPixels[t, i]:= ExplosionBorderColor else - LandPixels[t div 2, i div 2]:= cExplosionBorderColor; + LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //Despeckle(i, t); LandDirty[t div 32, i div 32]:= 1; @@ -357,9 +357,9 @@ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[t, i]:= cExplosionBorderColor + LandPixels[t, i]:= ExplosionBorderColor else - LandPixels[t div 2, i div 2]:= cExplosionBorderColor; + LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //Despeckle(i, t); @@ -372,9 +372,9 @@ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[t, i]:= cExplosionBorderColor + LandPixels[t, i]:= ExplosionBorderColor else - LandPixels[t div 2, i div 2]:= cExplosionBorderColor; + LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //Despeckle(i, y - dy); @@ -503,9 +503,9 @@ if ((Land[ty, tx] and lfBasic) <> 0) or ((Land[ty, tx] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[ty, tx]:= cExplosionBorderColor + LandPixels[ty, tx]:= ExplosionBorderColor else - LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor; + LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor; Land[ty, tx]:= Land[ty, tx] or lfDamaged; LandDirty[ty div 32, tx div 32]:= 1; @@ -555,9 +555,9 @@ LandDirty[ty div 32, tx div 32]:= 1 end; if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[ty, tx]:= cExplosionBorderColor + LandPixels[ty, tx]:= ExplosionBorderColor else - LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor + LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor end end; nx:= nx - dY; @@ -581,9 +581,9 @@ if despeckle then LandDirty[ty div 32, tx div 32]:= 1; if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[ty, tx]:= cExplosionBorderColor + LandPixels[ty, tx]:= ExplosionBorderColor else - LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor + LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor end end; X:= nx; @@ -624,9 +624,9 @@ if despeckle then LandDirty[ty div 32, tx div 32]:= 1; if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[ty, tx]:= cExplosionBorderColor + LandPixels[ty, tx]:= ExplosionBorderColor else - LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor + LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor end end; nx:= nx - dY; @@ -650,9 +650,9 @@ if despeckle then LandDirty[ty div 32, tx div 32]:= 1; if (cReducedQuality and rqBlurryLand) = 0 then - LandPixels[ty, tx]:= cExplosionBorderColor + LandPixels[ty, tx]:= ExplosionBorderColor else - LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor + LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor end end; nx:= nx - dY; @@ -824,12 +824,12 @@ if (cReducedQuality and rqBlurryLand) = 0 then begin if ((LandPixels[y,x] and AMask) shr AShift) < 10 then - LandPixels[y,x]:= (cExplosionBorderColor and (not AMask)) or (128 shl AShift) + LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (128 shl AShift) else LandPixels[y,x]:= - (((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or - (((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or - (((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift) + (((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or + (((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or + (((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift) end; if (Land[y, x-1] = lfObject) then Land[y,x]:= lfObject @@ -850,12 +850,12 @@ if (cReducedQuality and rqBlurryLand) = 0 then begin if ((LandPixels[y,x] and AMask) shr AShift) < 10 then - LandPixels[y,x]:= (cExplosionBorderColor and (not AMask)) or (64 shl AShift) + LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (64 shl AShift) else LandPixels[y,x]:= - (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or - (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or - (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift) + (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or + (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or + (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift) end; if (Land[y, x-1] = lfObject) then Land[y, x]:= lfObject @@ -876,9 +876,9 @@ or (((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then begin LandPixels[y,x]:= - (((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or - (((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or - (((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift) + (((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or + (((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or + (((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift) end else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0)) or (((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0)) @@ -890,9 +890,9 @@ or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then begin LandPixels[y,x]:= - (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or - (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or - (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift) + (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or + (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or + (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift) end end end;