# HG changeset patch # User nemo # Date 1315442124 14400 # Node ID 87a5d25029045c9f3d7d543d4ebfa499ede42898 # Parent f0f0943e1f8ecc5594439659247e8296e83866b7 Revert camera shake. Now to make sure we don't desync anymore. diff -r f0f0943e1f8e -r 87a5d2502904 hedgewars/VGSHandlers.inc --- a/hedgewars/VGSHandlers.inc Wed Sep 07 20:13:14 2011 -0400 +++ b/hedgewars/VGSHandlers.inc Wed Sep 07 20:35:24 2011 -0400 @@ -587,7 +587,7 @@ //////////////////////////////////////////////////////////////////////////////// procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); -var maxMovement: LongInt; +//var maxMovement: LongInt; begin inc(Gear^.Timer, Steps); @@ -596,13 +596,14 @@ 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;