Revert camera shake. Now to make sure we don't desync anymore.
authornemo
Wed, 07 Sep 2011 20:35:24 -0400
changeset 5803 87a5d2502904
parent 5802 f0f0943e1f8e
child 5804 98192121dc69
Revert camera shake. Now to make sure we don't desync anymore.
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;