# HG changeset patch # User nemo # Date 1320977517 18000 # Node ID b310f0bc8dde341f3f8f4c7db3c1fc5f50eb2f41 # Parent 5a0416e5a6de2b7a3cd687415a767dd61bf0df8a If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness diff -r 5a0416e5a6de -r b310f0bc8dde hedgewars/uGearsRender.pas --- a/hedgewars/uGearsRender.pas Fri Nov 11 01:40:23 2011 +0100 +++ b/hedgewars/uGearsRender.pas Thu Nov 10 21:11:57 2011 -0500 @@ -180,7 +180,7 @@ if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then exit; DrawTexture(sx + 16, sy + 16, ropeIconTex); - DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 2, 32, 32); + DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32); end; end; @@ -223,7 +223,7 @@ if HH^.Effects[hePoisoned] then begin Tint($00, $FF, $40, $40); - DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 2, 22, 22, (RealTicks shr 36) mod 360); + DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360); Tint($FF, $FF, $FF, $FF) end; @@ -371,12 +371,12 @@ with HH^ do if (HatTex <> nil) then begin - DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i*2, 32, 32, + DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color shl 8 or $FF); - DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i*2, 32, 32, + DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); Tint($FF, $FF, $FF, $FF) end @@ -400,7 +400,7 @@ sx, sy - 5, 0, - sign*2, + sign, 32, 32); if HatTex^.w > 64 then @@ -411,7 +411,7 @@ sx, sy - 5, 32, - sign*2, + sign, 32, 32); Tint($FF, $FF, $FF, $FF) @@ -664,7 +664,7 @@ sx, sy - 5, 0, - sign*2, + sign, 32, 32); *) end; @@ -732,7 +732,7 @@ sx, sy - 5, (RealTicks div 128 + Gear^.Pos) mod 19, - sign*2, + sign, 32, 32); if HatTex^.w > 64 then @@ -743,7 +743,7 @@ sx, sy - 5, (RealTicks div 128 + Gear^.Pos) mod 19 + 32, - sign*2, + sign, 32, 32); Tint($FF, $FF, $FF, $FF) @@ -756,7 +756,7 @@ sx, sy - 5, 0, - sign*m*2, + sign*m, 32, 32); if HatTex^.w > 64 then @@ -767,7 +767,7 @@ sx, sy - 5, 32, - sign*m*2, + sign*m, 32, 32); Tint($FF, $FF, $FF, $FF) @@ -846,7 +846,7 @@ if HH^.Effects[hePoisoned] then begin Tint($00, $FF, $40, $80); - DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 2, 22, 22, 360 - (RealTicks shr 37) mod 360); + DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); end; if HH^.Effects[heResurrected] then begin @@ -924,7 +924,7 @@ gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtGrave: begin - DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 2, 32, 32); + DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 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)))); @@ -981,7 +981,7 @@ gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); - gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 2, 16, 16); + gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16); gtParachute: begin DrawSprite(sprParachute, x - 24, y - 48, 0); DrawAltWeapon(Gear, x + 1, y - 3) @@ -1025,7 +1025,7 @@ else startX:= max(-LAND_WIDTH - 1024, endX - 2048); startY:= endY - 256; - DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75); + DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); end else // Disappearing begin @@ -1036,27 +1036,27 @@ else endX:= max(-LAND_WIDTH - 1024, startX - 2048); endY:= startY + 256; - DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75); + DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); end; end else begin if Gear^.Health < 250 then - DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag*2, 75, 75) + DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75) else - DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75); + DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); end; end; - gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 2, 16, 16, Gear^.DirAngle); + gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); gtPiano: begin if (Gear^.State and gstDrowning) = 0 then begin Tint($FF, $FF, $FF, $10); for i:= 8 downto 1 do - DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 2, 128, 128); + DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128); Tint($FF, $FF, $FF, $FF) end; - DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 2, 128, 128); + DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128); end; gtPoisonCloud: begin if Gear^.Timer < 1020 then @@ -1065,7 +1065,7 @@ Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8) else Tint($C0, $C0, $00, $C0); - DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 2, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360); + DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360); Tint($FF, $FF, $FF, $FF) end; gtResurrector: begin @@ -1082,7 +1082,7 @@ (cExplosionBorderColor shr BShift) and $FF, $FF); // Needs a nicer white texture to tint - DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 2, 8, 8, Gear^.DirAngle); + DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); Tint($FF, $FF, $FF, $FF); diff -r 5a0416e5a6de -r b310f0bc8dde hedgewars/uRender.pas --- a/hedgewars/uRender.pas Fri Nov 11 01:40:23 2011 +0100 +++ b/hedgewars/uRender.pas Thu Nov 10 21:11:57 2011 -0500 @@ -159,7 +159,7 @@ // Any reason for this call? And why only in t direction, not s? //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -hw:= w div Dir; +hw:= w div (2 div Dir); nx:= round(Texture^.w / w); // number of horizontal frames ny:= round(Texture^.h / h); // number of vertical frames diff -r 5a0416e5a6de -r b310f0bc8dde hedgewars/uVisualGears.pas --- a/hedgewars/uVisualGears.pas Fri Nov 11 01:40:23 2011 +0100 +++ b/hedgewars/uVisualGears.pas Thu Nov 10 21:11:57 2011 -0500 @@ -477,9 +477,9 @@ if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); case Gear^.Kind of vgtCloud: if SuddenDeathDmg then - DrawTextureF(SpritesData[sprSDCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) + DrawTextureF(SpritesData[sprSDCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) else - DrawTextureF(SpritesData[sprCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); + DrawTextureF(SpritesData[sprCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); vgtFlake: if cFlattenFlakes then begin if SuddenDeathDmg then @@ -497,14 +497,14 @@ begin if SuddenDeathDmg then if vobSDVelocity = 0 then - DrawTextureF(SpritesData[sprSDFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprSDFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) + DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) else if vobVelocity = 0 then - DrawTextureF(SpritesData[sprFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) + DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) end; end; if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF); @@ -535,7 +535,7 @@ end; if (cReducedQuality and rqAntiBoom) = 0 then case Gear^.Kind of - vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 2, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height); + vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 0, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height); vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtDust: if Gear^.State = 1 then DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame) @@ -544,7 +544,7 @@ vgtFire: if (Gear^.State and gstTmpFlag) = 0 then DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8) else - DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 2, 16, 16); + DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16); vgtSplash: if SuddenDeathDmg then DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) else @@ -603,7 +603,7 @@ end end; vgtStraightShot: begin - if Gear^.dX < 0 then i:= -2 else i:= 2; + if Gear^.dX < 0 then i:= -1 else i:= 1; DrawRotatedTextureF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); end; end; @@ -627,7 +627,7 @@ vgtBigExplosion: begin tinted:= true; Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4)))); - DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 385, 385, Gear^.Angle); + DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle); end; end; if (cReducedQuality and rqAntiBoom) = 0 then @@ -638,8 +638,8 @@ vgtAmmo: begin tinted:= true; Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); - DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 32, 32); - DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 2, 32, 32); + DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32); + DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32); end; vgtShell: begin if Gear^.FrameTicks < $FF then @@ -669,7 +669,7 @@ vgtSmokeRing: begin tinted:= true; Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); - DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 200, 200, Gear^.Angle); + DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle); end; vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle); @@ -677,14 +677,14 @@ case Gear^.Kind of vgtFlake: if SuddenDeathDmg then if vobSDVelocity = 0 then - DrawTextureF(SpritesData[sprSDFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprSDFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) + DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) else if vobVelocity = 0 then - DrawTextureF(SpritesData[sprFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); + DrawRotatedTextureF(SpritesData[sprFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); vgtCircle: if gear^.Angle = 1 then begin tmp:= Gear^.State / 100; @@ -704,19 +704,19 @@ if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); case Gear^.Kind of vgtCloud: if SuddenDeathDmg then - DrawTextureF(SpritesData[sprSDCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) + DrawTextureF(SpritesData[sprSDCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) else - DrawTextureF(SpritesData[sprCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); + DrawTextureF(SpritesData[sprCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); vgtFlake: if SuddenDeathDmg then if vobSDVelocity = 0 then - DrawTextureF(SpritesData[sprSDFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprSDFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) + DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) else if vobVelocity = 0 then - DrawTextureF(SpritesData[sprFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) + DrawTextureF(SpritesData[sprFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) else - DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); + DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); end; if (Gear^.Tint <> $FFFFFFFF) then Tint($FF,$FF,$FF,$FF); Gear:= Gear^.NextGear