hedgewars/uVisualGears.pas
branchhedgeroid
changeset 15532 7030706266df
parent 14605 ab79cd4a7382
child 15607 f8c1492601fe
--- a/hedgewars/uVisualGears.pas	Sun Oct 28 15:18:26 2012 +0100
+++ b/hedgewars/uVisualGears.pas	Fri Dec 06 22:20:53 2019 +0100
@@ -1,6 +1,6 @@
 (*
  * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
+ * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
  *
  * This program is free software; you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
@@ -13,7 +13,7 @@
  *
  * You should have received a copy of the GNU General Public License
  * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  *)
 
 {$INCLUDE "options.inc"}
@@ -29,19 +29,13 @@
  * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
  *)
 interface
-uses uConsts, uFloat, GLunit, uTypes, uWorld;
+uses uConsts, GLunit, uTypes;
 
 procedure initModule;
 procedure freeModule;
 
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-
 procedure ProcessVisualGears(Steps: Longword);
-procedure DrawVisualGears(Layer: LongWord);
-procedure DeleteVisualGear(Gear: PVisualGear);
-function  VisualGearByUID(uid : Longword) : PVisualGear;
+procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
 
 procedure AddClouds;
 procedure AddFlakes;
@@ -53,464 +47,24 @@
 procedure KickFlakes(Radius, X, Y: LongInt);
 
 implementation
-uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
-
-const cExplFrameTicks = 110;
-var VGCounter: LongWord;
-
-// For better maintainability the step handlers of visual gears are stored
-// in a separate file.
-{$INCLUDE "VGSHandlers.inc"}
+uses uVariables, uRender, Math, uRenderUtils, uUtils
+    , uVisualGearsList;
 
 procedure AddDamageTag(X, Y, Damage, Color: LongWord);
-var s: shortstring;
-    Gear: PVisualGear;
+var Gear: PVisualGear;
 begin
 if cAltDamage then
     begin
     Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
     if Gear <> nil then
         with Gear^ do
-            begin
-            str(Damage, s);
-            Tex:= RenderStringTex(s, Color, fntSmall);
-            end
+            Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall);
     end
 end;
 
 
 // ==================================================================
 
-// ==================================================================
-const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
-        (
-            @doStepFlake,
-            @doStepCloud,
-            @doStepExpl,
-            @doStepExpl,
-            @doStepFire,
-            @doStepSmallDamage,
-            @doStepTeamHealthSorter,
-            @doStepSpeechBubble,
-            @doStepBubble,
-            @doStepSteam,
-            @doStepAmmo,
-            @doStepSmoke,
-            @doStepSmoke,
-            @doStepShell,
-            @doStepDust,
-            @doStepSplash,
-            @doStepDroplet,
-            @doStepSmokeRing,
-            @doStepBeeTrace,
-            @doStepEgg,
-            @doStepFeather,
-            @doStepHealthTag,
-            @doStepSmokeTrace,
-            @doStepSmokeTrace,
-            @doStepExplosion,
-            @doStepBigExplosion,
-            @doStepChunk,
-            @doStepNote,
-            @doStepLineTrail,
-            @doStepBulletHit,
-            @doStepCircle,
-            @doStepSmoothWindBar,
-            @doStepStraightShot
-        );
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
-end;
-
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
-end;
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-var gear: PVisualGear;
-    t: Longword;
-    sp: real;
-begin
-AddVisualGear:= nil;
-if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
-   ((Kind <> vgtCloud) and (not Critical)) then
-       exit;
-
-if ((cReducedQuality and rqAntiBoom) <> 0) and
-   (not Critical) and
-   (not (Kind in
-   [vgtTeamHealthSorter,
-    vgtSmallDamageTag,
-    vgtSpeechBubble,
-    vgtHealthTag,
-    vgtExplosion,
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtNote,
-    vgtSmoothWindBar])) then
-    
-        exit;
-
-inc(VGCounter);
-New(gear);
-FillChar(gear^, sizeof(TVisualGear), 0);
-gear^.X:= real(X);
-gear^.Y:= real(Y);
-gear^.Kind := Kind;
-gear^.doStep:= doStepHandlers[Kind];
-gear^.State:= 0;
-gear^.Tint:= $FFFFFFFF;
-gear^.uid:= VGCounter;
-gear^.Layer:= 0;
-
-with gear^ do
-    case Kind of
-    vgtFlake:
-                begin
-                Timer:= 0;
-                tdX:= 0;
-                tdY:= 0;
-                Scale:= 1.0;
-                if SuddenDeathDmg then
-                    begin
-                    FrameTicks:= random(vobSDFrameTicks);
-                    Frame:= random(vobSDFramesCount);
-                    end
-                else
-                    begin
-                    FrameTicks:= random(vobFrameTicks);
-                    Frame:= random(vobFramesCount);
-                    end;
-                Angle:= random(360);
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.000003506096 * random(7000);
-                if random(2) = 0 then
-                    dx := -dx;
-                if SuddenDeathDmg then
-                    dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
-                else
-                    dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
-                end;
-    vgtCloud:
-                begin
-                Frame:= random(4);
-                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
-                timer:= random(4096);
-                Scale:= 1.0
-                end;
-    vgtExplPart,
-    vgtExplPart2:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(95) + 70);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks
-                end;
-        vgtFire:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= random(8)
-                end;
-         vgtEgg:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-        vgtShell: FrameTicks:= 500;
-    vgtSmallDamageTag:
-                begin
-                gear^.FrameTicks:= 1100
-                end;
-    vgtBubble:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0;
-                if random(2) = 0 then
-                    dx := -dx;
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(5)
-                end;
-    vgtSteam:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.001 * (random(85) + 95);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-    vgtAmmo:
-                begin
-                alpha:= 1.0;
-                scale:= 1.0
-                end;
-  vgtSmokeWhite,
-  vgtSmoke:
-                begin
-                Scale:= 1.0;
-                dx:= 0.0002 * (random(45) + 10);
-                dy:= 0.0002 * (random(45) + 10);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(2);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-  vgtDust:
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= 0.001 * (random(40) + 20);
-                if random(2) = 0 then dx := -dx;
-                if random(2) = 0 then Tag:= 1
-                else Tag:= -1;
-                Frame:= 7 - random(2);
-                FrameTicks:= random(20) + 15;
-                end;
-  vgtSplash:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 740;
-                Frame:= 19;
-                Scale:= 0.75;
-                Timer:= 1;
-                end;
-    vgtDroplet:
-                begin
-                dx:= 0.001 * (random(180) - 90);
-                dy:= -0.001 * (random(160) + 40);
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(3)
-                end;
-   vgtBeeTrace:
-                begin
-                FrameTicks:= 1000;
-                Frame:= random(16);
-                end;
-    vgtSmokeRing:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 600;
-                Timer:= 0;
-                Frame:= 0;
-                scale:= 0.6;
-                alpha:= 1;
-                angle:= random(360);
-                end;
-     vgtFeather:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-  vgtHealthTag:
-                begin
-                Frame:= 0;
-                Timer:= 1500;
-                dY:= -0.08;
-                dX:= 0;
-                //gear^.Z:= 2002;
-                end;
-  vgtSmokeTrace,
-  vgtEvilTrace:
-                begin
-                gear^.X:= gear^.X - 16;
-                gear^.Y:= gear^.Y - 16;
-                gear^.State:= 8;
-                //gear^.Z:= cSmokeZ
-                end;
-vgtBigExplosion:
-                begin
-                gear^.Angle:= random(360);
-                end;
-      vgtChunk:
-                begin
-                gear^.Frame:= random(4);
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 47);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
-                if random(2) = 0 then
-                    dx := -dx;
-                end;
-      vgtNote: 
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= -0.001 * (random(40) + 20);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= random(4);
-                FrameTicks:= random(2000) + 1500;
-                end;
-  vgtBulletHit:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 350;
-                Frame:= 7;
-                Angle:= 0;
-                end;
-vgtSmoothWindBar: 
-                begin
-                Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
-                Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
-                end;
- vgtStraightShot:
-                begin
-                Angle:= 0;
-                Scale:= 1.0;
-                dx:= 0.001 * random(45);
-                dy:= 0.001 * (random(20) + 25);
-                State:= ord(sprHealth);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 0;
-                FrameTicks:= random(750) + 1250;
-                State:= ord(sprSnowDust);
-                end;
-        end;
-
-if State <> 0 then
-    gear^.State:= State;
-
-case Gear^.Kind of
-    vgtFlake: if cFlattenFlakes then
-        gear^.Layer:= 0
-              else if random(3) = 0 then 
-                  begin
-                  gear^.Scale:= 0.5;
-                  gear^.Layer:= 0   // 33% - far back
-                  end
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.8;
-                  gear^.Layer:= 4   // 22% - mid-distance
-                  end
-              else if random(3) <> 0 then
-                  gear^.Layer:= 5  // 30% - just behind land
-              else if random(2) = 0 then
-                  gear^.Layer:= 6   // 7% - just in front of land
-              else
-                  begin
-                  gear^.Scale:= 1.5;
-                  gear^.Layer:= 2;  // 7% - close up
-                  end;
-
-    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.25;
-                  gear^.Layer:= 0
-                  end
-              else if random(2) = 0 then
-                  gear^.Layer:= 5
-              else
-                  begin
-                  gear^.Scale:= 0.4;
-                  gear^.Layer:= 4
-                  end;
-
-    // 0: this layer is very distant in the background when in stereo
-    vgtTeamHealthSorter,
-    vgtSmoothWindBar: gear^.Layer:= 0;
-
-
-    // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtLineTrail,
-    vgtSmoke,
-    vgtSmokeWhite,
-    vgtDust,
-    vgtFire,
-    vgtSplash,
-    vgtDroplet,
-    vgtBubble: gear^.Layer:= 1;
-
-    // 3: this layer is on the screen plane (depth = 0) when stereo
-    vgtSpeechBubble,
-    vgtSmallDamageTag,
-    vgtHealthTag,
-    vgtStraightShot,
-    vgtChunk: gear^.Layer:= 3;
-
-    // 2: this layer is outside the screen when stereo
-    vgtExplosion,
-    vgtBigExplosion,
-    vgtExplPart,
-    vgtExplPart2,
-    vgtSteam,
-    vgtAmmo,
-    vgtShell,
-    vgtFeather,
-    vgtEgg,
-    vgtBeeTrace,
-    vgtSmokeRing,
-    vgtNote,
-    vgtBulletHit,
-    vgtCircle: gear^.Layer:= 2
-end;
-
-if VisualGearLayers[gear^.Layer] <> nil then
-    begin
-    VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
-    gear^.NextGear:= VisualGearLayers[gear^.Layer]
-    end;
-VisualGearLayers[gear^.Layer]:= gear;
-
-AddVisualGear:= gear;
-end;
-
-procedure DeleteVisualGear(Gear: PVisualGear);
-begin
-    FreeTexture(Gear^.Tex);
-    Gear^.Tex:= nil;
-
-    if Gear^.NextGear <> nil then
-        Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
-    if Gear^.PrevGear <> nil then
-        Gear^.PrevGear^.NextGear:= Gear^.NextGear
-    else
-        VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
-
-    if lastVisualGearByUID = Gear then
-        lastVisualGearByUID:= nil;
-
-    Dispose(Gear);
-end;
-
 procedure ProcessVisualGears(Steps: Longword);
 var Gear, t: PVisualGear;
     i: LongWord;
@@ -520,7 +74,7 @@
 
 for i:= 0 to 6 do
     begin
-    t:= VisualGearLayers[i];
+    t:= VisualGearLayersStart[i];
     while t <> nil do
         begin
         Gear:= t;
@@ -539,7 +93,7 @@
 for i:= 2 to 6 do
     if i <> 3 then
         begin
-        t:= VisualGearLayers[i];
+        t:= VisualGearLayersStart[i];
         while t <> nil do
             begin
             Gear:= t;
@@ -563,145 +117,158 @@
         end
 end;
 
-procedure DrawVisualGears(Layer: LongWord);
+function GetSprite(sprite, SDsprite: TSprite): TSprite; inline;
+begin
+    if SuddenDeathDmg then
+        exit(SDsprite)
+    else
+        exit(sprite);
+end;
+
+function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline;
+begin
+    if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then
+        exit(Lsprite)
+    else
+        exit(sprite);
+end;
+
+function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline;
+begin
+    exit(@SpritesData[GetSprite(sprite, SDsprite)]);
+end;
+
+procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
 var Gear: PVisualGear;
-    tinted: boolean;
+    tinted, speedlessFlakes: boolean;
     tmp: real;
     i: LongInt;
+    sprite: TSprite;
+    spriteData: PSpriteData;
 begin
+if SuddenDeathDmg then
+    speedlessFlakes:= (vobSDVelocity = 0)
+else
+    speedlessFlakes:= (vobVelocity = 0);
+
 case Layer of
     // this layer is very distant in the background when stereo
     0: begin
-        Gear:= VisualGearLayers[0];
+        Gear:= VisualGearLayersStart[0];
         while Gear <> nil do
             begin
             if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
             case Gear^.Kind of
-              vgtCloud: if SuddenDeathDmg then
-                             DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
-                         else
-                            DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
-               vgtFlake: if cFlattenFlakes then
+              vgtCloud: begin
+                        spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
+                        DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
+                        end;
+               vgtFlake: if (not worldIsShifted) then
                              begin
-                             if SuddenDeathDmg then
-                                 if vobSDVelocity = 0 then
-                                     DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                                 else
-                                     DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                             else
-                                 if vobVelocity = 0 then
-                                     DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
+                             sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+                             if cFlattenFlakes then
+                                 begin
+                                 if speedlessFlakes then
+                                     DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                                  else
-                                     DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                             end
-                         else
-                             begin
-                             if SuddenDeathDmg then
-                                 if vobSDVelocity = 0 then
-                                     DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                     DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+                                 end
+                             else
+                                 begin
+                                 if speedlessFlakes then
+                                     DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                                  else
-                                     DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
-                             else
-                                 if vobVelocity = 0 then
-                                     DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
-                                 else
-                                     DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
+                                     DrawTextureRotatedF(SpritesData[sprite].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
+                                 end;
                              end;
                end;
            if Gear^.Tint <> $FFFFFFFF then
-               Tint($FF,$FF,$FF,$FF);
+               untint;
            Gear:= Gear^.NextGear
            end
        end;
     // this layer is on the land level (which is close but behind the screen plane) when stereo
     1: begin
-       Gear:= VisualGearLayers[1];
+       Gear:= VisualGearLayersStart[1];
        while Gear <> nil do
           begin
-          //tinted:= false;
           if Gear^.Tint <> $FFFFFFFF then
               Tint(Gear^.Tint);
           case Gear^.Kind of
-              vgtFlake: if SuddenDeathDmg then
-                             if vobSDVelocity = 0 then
-                                 DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                             else
-                                 DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                         else
-                             if vobVelocity = 0 then
-                                 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                             else
-                                 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+              vgtFlake: if (not worldIsShifted) then
+                            begin
+                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+                            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;
               vgtSmokeTrace: if Gear^.State < 8 then
                   DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
               vgtEvilTrace: if Gear^.State < 8 then
                   DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
-              vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
+              vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, (Gear^.Tint and $FF)));
           end;
           if (cReducedQuality and rqAntiBoom) = 0 then
               case Gear^.Kind of
                   vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 1, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height);
                   vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                   vgtDust: if Gear^.State = 1 then
-                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
+                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
                            else
-                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
+                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
                   vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
                                DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
                            else
                                DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
-                  vgtSplash: if SuddenDeathDmg then
-                                 //DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
-                                 DrawTextureF(SpritesData[sprSDSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSDSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSDSplash].Width, SpritesData[sprSDSplash].Height)
+                  vgtSplash: begin
+                             spriteData:= GetSpriteData(sprSplash, sprSDSplash);
+                             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(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
-                                 DrawTextureF(SpritesData[sprSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSplash].Width, SpritesData[sprSplash].Height);
-                  vgtDroplet: if SuddenDeathDmg then
-                                  DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
-                              else
-                                  DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
-                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
+                                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);
+               vgtStraightShot: begin
+                                if Gear^.dX < 0 then
+                                    i:= -1
+                                else
+                                    i:= 1;
+                                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 <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
           if (Gear^.Tint <> $FFFFFFFF) then
-              Tint($FF,$FF,$FF,$FF);
+              untint;
           Gear:= Gear^.NextGear
           end
        end;
     // this layer is on the screen plane (depth = 0) when stereo
     3: begin
-       Gear:= VisualGearLayers[3];
+       Gear:= VisualGearLayersStart[3];
        while Gear <> nil do
            begin
            tinted:= false;
            if Gear^.Tint <> $FFFFFFFF then
                Tint(Gear^.Tint);
            case Gear^.Kind of
-(*
-              vgtFlake: if SuddenDeathDmg then
-                             if vobSDVelocity = 0 then
-                                 DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                             else
-                                 DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                         else
-                             if vobVelocity = 0 then
-                                 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                             else
-                                 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);*)
-               vgtSpeechBubble: begin
-                                if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
-                                    begin
-                                    tinted:= true;
-                                    Tint($FF, $FF, $FF,  $66);
-                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
-                                    end
-                                else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
-                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
-                                end;
+               vgtSpeechBubble: if (Gear^.Angle <> 0) then
+                                // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
+                                    if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
+                                        begin
+                                        tinted:= true;
+                                        Tint($FF, $FF, $FF,  $66);
+                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
+                                        end
+                                    else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then
+                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
                vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
-               vgtHealthTag: if Gear^.Tex <> nil then 
+               vgtHealthTag: if Gear^.Tex <> nil then
                                begin
-                               if Gear^.Frame = 0 then 
+                               if Gear^.Frame = 0 then
                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
                                else
                                    begin
@@ -709,30 +276,38 @@
                                    if Gear^.Angle = 0 then
                                        DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
                                    else
-                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); 
+                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
                                    SetScale(zoom)
                                    end
                                end;
-               vgtStraightShot: begin 
+               vgtStraightShot: begin
                                 if Gear^.dX < 0 then
                                     i:= -1
                                 else
                                     i:= 1;
                                 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;
+                   vgtFeather: begin
+                               if Gear^.FrameTicks < 255 then
+                                   begin
+                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
+                                   tinted:= true
+                                   end;
+                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
+                             end;
            end;
            if (cReducedQuality and rqAntiBoom) = 0 then
                case Gear^.Kind of
                    vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                end;
            if (Gear^.Tint <> $FFFFFFFF) or tinted then
-               Tint($FF,$FF,$FF,$FF);
+               untint;
            Gear:= Gear^.NextGear
            end
        end;
     // this layer is outside the screen when stereo
     2: begin
-       Gear:= VisualGearLayers[2];
+       Gear:= VisualGearLayersStart[2];
        while Gear <> nil do
            begin
            tinted:= false;
@@ -755,7 +330,8 @@
                             tinted:= true;
                             Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
                             DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
-                            DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
+                            if Gear^.Frame <> ord(amNothing) then
+                                DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
                             end;
                    vgtShell: begin
                              if Gear^.FrameTicks < $FF then
@@ -765,14 +341,6 @@
                                  end;
                              DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                              end;
-                   vgtFeather: begin
-                               if Gear^.FrameTicks < 255 then
-                                   begin
-                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
-                                   tinted:= true
-                                   end;
-                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
-                             end;
                    vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                    vgtBeeTrace: begin
                                 if Gear^.FrameTicks < $FF then
@@ -791,16 +359,14 @@
                    vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
                end;
            case Gear^.Kind of
-               vgtFlake: if SuddenDeathDmg then
-                             if vobSDVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+               vgtFlake: if (not worldIsShifted) then
+                         begin
+                             spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
+                             if speedlessFlakes then
+                                 DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
                              else
-                                 DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
-                         else
-                             if vobVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
-                             else
-                                 DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
+                                 DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
+                             end;
                vgtCircle: if gear^.Angle = 1 then
                               begin
                               tmp:= Gear^.State / 100;
@@ -810,146 +376,116 @@
                               DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
            end;
            if (Gear^.Tint <> $FFFFFFFF) or tinted then
-               Tint($FF,$FF,$FF,$FF);
+               untint;
            Gear:= Gear^.NextGear
            end
        end;
      // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land
      4: begin
-        Gear:= VisualGearLayers[4];
+        Gear:= VisualGearLayersStart[4];
         while Gear <> nil do
             begin
             if Gear^.Tint <> $FFFFFFFF then
                 Tint(Gear^.Tint);
             case Gear^.Kind of
-               vgtCloud: if SuddenDeathDmg then
-                            DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
-                        else
-                            DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
-              vgtFlake: if SuddenDeathDmg then
-                            if vobSDVelocity = 0 then
-                                DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+               vgtCloud: begin
+                         spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
+                         DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height);
+                         end;
+              vgtFlake: if (not worldIsShifted) then
+                            begin
+                            spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
+                            if speedlessFlakes then
+                                DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
                             else
-                                DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
-                        else
-                            if vobVelocity = 0 then
-                                DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
-                            else
-                                DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
+                                DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
+                            end;
             end;
             if (Gear^.Tint <> $FFFFFFFF) then
-                Tint($FF,$FF,$FF,$FF);
+                untint;
             Gear:= Gear^.NextGear
             end
         end;
      // this layer is on the screen plane (depth = 0) when stereo, but just behind the land
      5: begin
-        Gear:= VisualGearLayers[5];
+        Gear:= VisualGearLayersStart[5];
         while Gear <> nil do
             begin
             if Gear^.Tint <> $FFFFFFFF then
                 Tint(Gear^.Tint);
             case Gear^.Kind of
-                vgtCloud: if SuddenDeathDmg then
-                            DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                          else
-                            DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
-              vgtFlake: if SuddenDeathDmg then
-                            if vobSDVelocity = 0 then
-                                DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
+                vgtCloud: begin
+                        sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
+                          DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
+                          end;
+              vgtFlake: if not (worldIsShifted) then
+                            begin
+                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+                            if speedlessFlakes then
+                                DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                             else
-                                DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                          else
-                            if vobVelocity = 0 then
-                                DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                            else
-                                DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+                                DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+                            end;
                 end;
             if (Gear^.Tint <> $FFFFFFFF) then
-                Tint($FF,$FF,$FF,$FF);
+                untint;
             Gear:= Gear^.NextGear
             end
         end;
      // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land
     6: begin
-        Gear:= VisualGearLayers[6];
+        Gear:= VisualGearLayersStart[6];
         while Gear <> nil do
             begin
             if Gear^.Tint <> $FFFFFFFF then
                 Tint(Gear^.Tint);
             case Gear^.Kind of
-                vgtFlake: if SuddenDeathDmg then
-                            if vobSDVelocity = 0 then
-                                DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                            else
-                                DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                          else
-                            if vobVelocity = 0 then
-                                DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                            else
-                                DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+                vgtFlake: if (not worldIsShifted) then
+                              begin
+                              sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+                              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;
+                vgtNoPlaceWarn:
+                            DrawTexture(round(Gear^.X) + WorldDx - round(Gear^.Tex^.w * Gear^.Scale) div 2, round(Gear^.Y) + WorldDy - round(Gear^.Tex^.h * Gear^.Scale) div 2, Gear^.Tex, Gear^.Scale);
                 end;
             if (Gear^.Tint <> $FFFFFFFF) then
-                Tint($FF,$FF,$FF,$FF);
+                untint;
             Gear:= Gear^.NextGear
             end
         end;
     end;
 end;
 
-function  VisualGearByUID(uid : Longword) : PVisualGear;
-var vg: PVisualGear;
-    i: LongWord;
-begin
-VisualGearByUID:= nil;
-if uid = 0 then
-    exit;
-if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
-    begin
-    VisualGearByUID:= lastVisualGearByUID;
-    exit
-    end;
-// search in an order that is more likely to return layers they actually use.  Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
-for i:= 2 to 5 do
-    begin
-    vg:= VisualGearLayers[i mod 4];
-    while vg <> nil do
-        begin
-        if vg^.uid = uid then
-            begin
-            lastVisualGearByUID:= vg;
-            VisualGearByUID:= vg;
-            exit
-            end;
-        vg:= vg^.NextGear
-        end
-    end
-end;
-
 procedure AddClouds;
 var i: LongInt;
 begin
 for i:= 0 to cCloudsNumber - 1 do
-    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
+    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true)
 end;
 
 procedure ChangeToSDClouds;
-var       i: LongInt;
+var       i, j: LongInt;
     vg, tmp: PVisualGear;
 begin
 if cCloudsNumber = cSDCloudsNumber then
     exit;
-vg:= VisualGearLayers[0];
-while vg <> nil do
-    if vg^.Kind = vgtCloud then
-        begin
-        tmp:= vg^.NextGear;
-        DeleteVisualGear(vg);
-        vg:= tmp
-        end
-    else vg:= vg^.NextGear;
-for i:= 0 to cSDCloudsNumber - 1 do
-    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
+for i:= 0 to 6 do
+    begin
+    vg:= VisualGearLayersStart[i];
+    while vg <> nil do
+        if vg^.Kind = vgtCloud then
+            begin
+            tmp:= vg^.NextGear;
+            DeleteVisualGear(vg);
+            vg:= tmp
+            end
+        else vg:= vg^.NextGear;
+    for j:= 0 to cSDCloudsNumber - 1 do
+        AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true)
+    end;
 end;
 
 procedure AddFlakes;
@@ -958,7 +494,7 @@
 if (cReducedQuality and rqKillFlakes) <> 0 then
     exit;
 
-if hasBorder or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
+if hasBorder or (not cSnow) then
     for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
         AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
 else
@@ -972,21 +508,23 @@
 begin
 if (cReducedQuality and rqKillFlakes) <> 0 then
     exit;
-if vobCount = vobSDCount then
+if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and
+        (vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and
+        (vobFallSpeed = vobSDFallSpeed) then
     exit;
 for i:= 0 to 6 do
     begin
-    vg:= VisualGearLayers[i];
+    vg:= VisualGearLayersStart[i];
     while vg <> nil do
         if vg^.Kind = vgtFlake then
-        begin
-        tmp:= vg^.NextGear;
-        DeleteVisualGear(vg);
-        vg:= tmp
-        end
+            begin
+            tmp:= vg^.NextGear;
+            DeleteVisualGear(vg);
+            vg:= tmp
+            end
         else vg:= vg^.NextGear;
     end;
-if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
+if hasBorder or (not cSnow) then
     for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
         AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
 else
@@ -999,7 +537,10 @@
 begin
 VGCounter:= 0;
 for i:= 0 to 6 do
-    VisualGearLayers[i]:= nil;
+    begin
+    VisualGearLayersStart[i]:= nil;
+    VisualGearLayersEnd[i]:= nil;
+    end;
 end;
 
 procedure freeModule;
@@ -1007,7 +548,7 @@
 begin
 VGCounter:= 0;
 for i:= 0 to 6 do
-    while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]);
+    while VisualGearLayersStart[i] <> nil do DeleteVisualGear(VisualGearLayersStart[i]);
 end;
 
 end.