Avoid /0 in SetScale - not sure this is right way to do it though. But just to try and stop crashing prg's machine
--- a/hedgewars/uStore.pas Tue Jul 28 16:29:39 2009 +0000
+++ b/hedgewars/uStore.pas Tue Jul 28 22:04:04 2009 +0000
@@ -973,7 +973,8 @@
procedure SetScale(f: GLfloat);
begin
cScaleFactor:= f;
-cWaterSprCount:= 1 + round(cScreenWidth * 2 / cScaleFactor / SpritesData[sprWater].Width);
+if SpritesData[sprWater].Width <> 0 then
+ cWaterSprCount:= 1 + round(cScreenWidth * 2 / cScaleFactor / SpritesData[sprWater].Width);
glLoadIdentity;
glViewport(0, 0, cScreenWidth, cScreenHeight);
--- a/hedgewars/uWorld.pas Tue Jul 28 16:29:39 2009 +0000
+++ b/hedgewars/uWorld.pas Tue Jul 28 22:04:04 2009 +0000
@@ -69,6 +69,7 @@
cWaveWidth:= SpritesData[sprWater].Width;
//cWaveHeight:= SpritesData[sprWater].Height;
cWaveHeight:= 32;
+cWaterSprCount:= 1 + round(cScreenWidth * 2 / cScaleFactor / SpritesData[sprWater].Width);
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
prevPoint.X:= 0;