--- a/hedgewars/uGearsRender.pas Fri Oct 11 17:43:13 2013 +0200
+++ b/hedgewars/uGearsRender.pas Sat Jan 04 23:55:54 2014 +0400
@@ -77,7 +77,7 @@
glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
- Tint($FF, $FF, $FF, $FF);
+ untint;
glPopMatrix;
@@ -235,7 +235,7 @@
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
- Tint($FF, $FF, $FF, $FF);
+ untint;
exit
end
else if (Gear^.State and gstHHGone) <> 0 then
@@ -276,7 +276,7 @@
begin
Tint($00, $FF, $40, $40);
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
@@ -375,11 +375,15 @@
CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
-
- DrawTextureRotated(HH^.Team^.CrosshairTex,
+ setTintAdd(true);
+ Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
+ DrawTextureRotated(CrosshairTexture,
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0,
- sign * (Gear^.Angle * 180.0) / cMaxAngle);
+ sign * m * (Gear^.Angle * 180.0) / cMaxAngle);
+ untint;
+ setTintAdd(false);
end;
+
hx:= ox + 8 * sign;
hy:= oy - 2;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
@@ -434,7 +438,7 @@
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureRotatedF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
- Tint($FF, $FF, $FF, $FF)
+ untint
end
end
end;
@@ -471,7 +475,7 @@
sign,
32,
32);
- Tint($FF, $FF, $FF, $FF)
+ untint
end
end;
defaultPos:= false
@@ -675,18 +679,19 @@
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
//Tint($FF, $0, $0, $AA);
//DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
- //Tint($FF, $FF, $FF, $FF);
+ //untint;
end;
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRCPlane: begin
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0);
defaultPos:= false
end;
+ amRubber,
amGirder: begin
DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle);
if WorldEdge = weWrap then
begin
- if hwRound(Gear^.X) < leftX+256 then
+ if hwRound(Gear^.X) < LongInt(leftX) + 256 then
DrawSpriteClipped(sprGirder,
rightX+(ox-leftX)-256,
oy-256,
@@ -844,9 +849,9 @@
sign,
32,
32);
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
- if HH^.Team^.hasGone then Tint($FF, $FF, $FF, $FF)
+ if HH^.Team^.hasGone then untint
end
else
begin
@@ -869,7 +874,7 @@
sign*m,
32,
32);
- Tint($FF, $FF, $FF, $FF)
+ untint
end
end
end;
@@ -929,7 +934,7 @@
DrawTextureCentered(ox, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
@@ -957,7 +962,7 @@
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
- if Gear^.Invulnerable then
+ if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then
begin
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
@@ -980,7 +985,7 @@
if HH^.Effects[heFrozen] < 150000 then
- Tint($FF, $FF, $FF, $FF);
+ untint;
end;
@@ -991,7 +996,7 @@
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
@@ -1029,7 +1034,7 @@
if Gear^.Tag < 0 then aangle:= 360-aangle;
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF);
DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90);
- Tint($FF, $FF, $FF, $FF);
+ untint;
DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90)
end;
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
@@ -1057,7 +1062,7 @@
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
- Tint($FF, $FF, $FF, $FF)
+ untint
end
end;
gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
@@ -1151,7 +1156,7 @@
gtAirAttack: begin
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF);
DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0);
- Tint($FF, $FF, $FF, $FF);
+ untint;
DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0);
end;
gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
@@ -1165,7 +1170,7 @@
gtTarget: begin
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, x - 16, y - 16, 0);
- Tint($FF, $FF, $FF, $FF);
+ untint;
end;
gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
@@ -1219,7 +1224,7 @@
Tint($FF, $FF, $FF, $10);
for i:= 8 downto 1 do
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128);
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128);
end;
@@ -1231,13 +1236,13 @@
else
Tint($C0, $C0, $00, $C0);
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
- Tint($FF, $FF, $FF, $FF)
+ untint
end;
gtResurrector: begin
DrawSpriteRotated(sprCross, x, y, 0, 0);
Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
- Tint($FF, $FF, $FF, $FF);
+ untint;
end;
gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then
@@ -1250,7 +1255,7 @@
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
//DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
- Tint($FF, $FF, $FF, $FF);
+ untint;
end
else //if not isInLag then
begin
@@ -1267,7 +1272,7 @@
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then
- Tint($FF, $FF, $FF, $FF);
+ untint;
end;
//gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
gtTardis: if Gear^.Pos <> 4 then
@@ -1278,16 +1283,16 @@
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-24, y-63,0);
if Gear^.Pos = 2 then
- Tint($FF, $FF, $FF, $FF)
+ untint
else
Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-24, y-63,1);
if Gear^.Pos <> 2 then
- Tint($FF, $FF, $FF, $FF)
+ untint
(*
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
- Tint($FF, $FF, $FF, $FF)
+ untint
*)
end;
gtIceGun: begin
@@ -1325,7 +1330,7 @@
end;
if Gear^.RenderTimer and (Gear^.Tex <> nil) then
DrawTextureCentered(x + 8, y + 8, Gear^.Tex);
- if Gear^.State and gstFrozen <> 0 then Tint($FF, $FF, $FF, $FF)
+ if Gear^.State and gstFrozen <> 0 then untint
end;
end.