--- a/hedgewars/uVisualGears.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGears.pas Mon Jan 14 03:52:09 2019 +0100
@@ -192,7 +192,6 @@
Gear:= VisualGearLayers[1];
while Gear <> nil do
begin
- //tinted:= false;
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
@@ -227,14 +226,13 @@
if Gear^.Angle <> 0 then
DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle)
else
- //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height);
end;
vgtDroplet: begin
sprite:= GetSprite(sprDroplet, sprSDDroplet);
DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
end;
- vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
+ vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtStraightShot: begin
if Gear^.dX < 0 then
i:= -1
@@ -243,7 +241,6 @@
DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
end;
end;
- //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
@@ -258,14 +255,6 @@
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
-(*
- vgtFlake: begin
- sprite:= GetSprite(sprFlake, sprSDFlake);
- if speedlessFlakes then
- DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
- else
- DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
- end;*)
vgtSpeechBubble: if (Gear^.Angle <> 0) then
// ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then