124 ty:= round(ly + ay * (LAND_WIDTH div 4)); |
124 ty:= round(ly + ay * (LAND_WIDTH div 4)); |
125 end; |
125 end; |
126 |
126 |
127 //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
127 //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
128 begin |
128 begin |
129 glDisable(GL_TEXTURE_2D); |
129 DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); |
130 glEnable(GL_LINE_SMOOTH); |
|
131 |
|
132 glLineWidth(1.0); |
|
133 |
|
134 Tint($FF, $00, $00, $C0); |
|
135 VertexBuffer[0].X:= hx + WorldDx; |
|
136 VertexBuffer[0].Y:= hy + WorldDy; |
|
137 VertexBuffer[1].X:= tx + WorldDx; |
|
138 VertexBuffer[1].Y:= ty + WorldDy; |
|
139 |
|
140 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
141 glDrawArrays(GL_LINES, 0, Length(VertexBuffer)); |
|
142 Tint($FF, $FF, $FF, $FF); |
|
143 glEnable(GL_TEXTURE_2D); |
|
144 glDisable(GL_LINE_SMOOTH); |
|
145 end; |
130 end; |
146 end; |
131 end; |
147 // draw crosshair |
132 // draw crosshair |
148 cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); |
133 cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); |
149 cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |
134 cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |