fix a segfault related to tcp servers deleting themselves without removing themselves from the internal server list first.
(e.g. happens if game fails to start due to missing hwengine binary. a second start attempt will lead to a segfault, even if you correctly install the binary.)
unit uCursor;
interface
procedure init;
procedure updatePosition;
implementation
uses SDLh, uVariables;
procedure init;
begin
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end;
procedure updatePosition;
var x, y: LongInt;
begin
SDL_GetMouseState(@x, @y);
if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then
begin
CursorPoint.X:= CursorPoint.X + x - cScreenWidth div 2;
CursorPoint.Y:= CursorPoint.Y - y + cScreenHeight div 2;
if cHasFocus then
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end
end;
end.