# HG changeset patch # User Wuzzy # Date 1560598236 -7200 # Node ID a8b1e25040f3de744169aebe7a8392200482b473 # Parent 95b72e81a866133caa0296a8a4f43f9c54ac5b2c Remove dead code in uWorld.pas diff -r 95b72e81a866 -r a8b1e25040f3 hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Sat Jun 15 13:20:29 2019 +0200 +++ b/hedgewars/uWorld.pas Sat Jun 15 13:30:36 2019 +0200 @@ -78,7 +78,7 @@ timeTexture: PTexture; FPS: Longword; CountTicks: Longword; - prevPoint{, prevTargetPoint}: TPoint; + prevPoint: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; @@ -107,7 +107,6 @@ AMTypeMaskX = $00000001; AMTypeMaskY = $00000002; AMTypeMaskAlpha = $00000004; - //AMTypeMaskSlide = $00000008; {$IFDEF MOBILE} AMSlotSize = 48; @@ -238,17 +237,13 @@ // target icon for anything else ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); -//cWaveWidth:= SpritesData[sprWater].Width; -//cWaveHeight:= SpritesData[sprWater].Height; cWaveHeight:= 32; InitCameraBorders(); uCursor.init(); prevPoint.X:= 0; prevPoint.Y:= cScreenHeight div 2; -//prevTargetPoint.X:= 0; -//prevTargetPoint.Y:= 0; -WorldDx:= -(LongInt(leftX + (playWidth div 2))); // -(LAND_WIDTH div 2);// + cScreenWidth div 2; +WorldDx:= -(LongInt(leftX + (playWidth div 2))); WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); //aligns it to the bottom of the screen, minus the border @@ -927,10 +922,8 @@ procedure RenderWorldEdge; var - //VertexBuffer: array [0..3] of TVertex2f; tmp, w: LongInt; rect: TSDL_Rect; - //c1, c2: LongWord; // couple of colours for edges begin if (WorldEdge <> weNone) and (WorldEdge <> weSea) then begin @@ -962,110 +955,6 @@ DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF); end; - (* - WARNING: the following render code is outdated and does not work with - current Render.pas ! - don't just uncomment without fixing it first - - glDisable(GL_TEXTURE_2D); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - if (WorldEdge = weWrap) or (worldEdge = weBounce) then - glColor4ub($00, $00, $00, $40) - else - begin - glEnableClientState(GL_COLOR_ARRAY); - glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]); - end; - - glPushMatrix; - glTranslatef(WorldDx, WorldDy, 0); - - VertexBuffer[0].X:= leftX-20; - VertexBuffer[0].Y:= -3500; - VertexBuffer[1].X:= leftX-20; - VertexBuffer[1].Y:= cWaterLine+cVisibleWater; - VertexBuffer[2].X:= leftX+30; - VertexBuffer[2].Y:= cWaterLine+cVisibleWater; - VertexBuffer[3].X:= leftX+30; - VertexBuffer[3].Y:= -3500; - - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); - glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - - VertexBuffer[0].X:= rightX+20; - VertexBuffer[1].X:= rightX+20; - VertexBuffer[2].X:= rightX-30; - VertexBuffer[3].X:= rightX-30; - - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); - glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - - glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]); - - VertexBuffer[0].X:= -5000; - VertexBuffer[1].X:= -5000; - VertexBuffer[2].X:= leftX-20; - VertexBuffer[3].X:= leftX-20; - - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); - glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - - VertexBuffer[0].X:= rightX+5000; - VertexBuffer[1].X:= rightX+5000; - VertexBuffer[2].X:= rightX+20; - VertexBuffer[3].X:= rightX+20; - - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); - glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - - glPopMatrix; - glDisableClientState(GL_COLOR_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required - glEnable(GL_TEXTURE_2D); - - // I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer - if WorldEdge = weBounce then - begin - // could maybe alternate order of these on a bounce, or maybe drop the outer ones. - if LeftImpactTimer mod 2 = 0 then - begin - c1:= $5454FFFF; c2:= $FFFFFFFF; - end - else begin - c1:= $FFFFFFFF; c2:= $5454FFFF; - end; - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0, c1); - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, c2); - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, c1); - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0, c2); - if RightImpactTimer mod 2 = 0 then - begin - c1:= $5454FFFF; c2:= $FFFFFFFF; - end - else begin - c1:= $FFFFFFFF; c2:= $5454FFFF; - end; - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2) - end - else if WorldEdge = weWrap then - begin - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer)); - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer)); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF); - end - else - begin - DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780); - DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780) - end; - if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0; - if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0 - *) end; end; @@ -2204,8 +2093,6 @@ amount:= Max(1, round(amount*zoom/2)); WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2)); WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2)); -//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2)); -//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2)) end;