# HG changeset patch # User sheepluva # Date 1403129343 -7200 # Node ID cb6c33839d2ae23278617dd4389087b72b9f93b9 # Parent 3ec09243cb55f5dc593786de0a3f11982b6a67c1 cleanup and lol diff -r 3ec09243cb55 -r cb6c33839d2a hedgewars/uRender.pas --- a/hedgewars/uRender.pas Wed Jun 18 23:57:51 2014 +0200 +++ b/hedgewars/uRender.pas Thu Jun 19 00:09:03 2014 +0200 @@ -1321,7 +1321,7 @@ InTopY, OutTopY, InLeftX, OutLeftX, InRightX, OutRightX, BottomY: LongInt; out first, count: LongInt); -var firsti, afteri: LongInt; +var firsti, afteri, lol: LongInt; begin // We will draw both bottom water and the water walls with a single call, @@ -1360,6 +1360,11 @@ firsti:= -1; afteri:= 0; +if GameTicks < 2000 then + lol:= 2000 - GameTicks +else + lol:= 0; + if InTopY < 0 then InTopY:= 0; @@ -1373,9 +1378,9 @@ begin if InLeftX > OutLeftX then begin - VertexBuffer[0].X:= OutLeftX; + VertexBuffer[0].X:= OutLeftX - lol; VertexBuffer[0].Y:= OutTopY; - VertexBuffer[1].X:= InLeftX; + VertexBuffer[1].X:= InLeftX - lol; VertexBuffer[1].Y:= OutTopY; // shares vertices 2 and 3 with bottom water firsti:= 0; @@ -1384,9 +1389,9 @@ if InRightX < OutRightX then begin - VertexBuffer[6].X:= OutRightX; + VertexBuffer[6].X:= OutRightX + lol; VertexBuffer[6].Y:= OutTopY; - VertexBuffer[7].X:= InRightX; + VertexBuffer[7].X:= InRightX + lol; VertexBuffer[7].Y:= OutTopY; // shares vertices 4 and 5 with bottom water if firsti < 0 then diff -r 3ec09243cb55 -r cb6c33839d2a hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Wed Jun 18 23:57:51 2014 +0200 +++ b/hedgewars/uWorld.pas Thu Jun 19 00:09:03 2014 +0200 @@ -66,8 +66,7 @@ {$ENDIF} ; -var cWaveWidth: LongInt; - AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; +var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; AMAnimStartTime, AMState : LongInt; AMAnimState: Single; tmpSurface: PSDL_Surface; @@ -219,7 +218,7 @@ if length(g) > 0 then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); -cWaveWidth:= SpritesData[sprWater].Width; +//cWaveWidth:= SpritesData[sprWater].Width; //cWaveHeight:= SpritesData[sprWater].Height; cWaveHeight:= 32;