--- a/hedgewars/uTypes.pas Sun Oct 09 19:59:00 2016 +0200
+++ b/hedgewars/uTypes.pas Tue Apr 04 23:43:19 2017 +0200
@@ -90,7 +90,7 @@
sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet, sprTardis,
sprSlider, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun,
sprFrozenHog, sprAmRubber, sprBoing, sprCustom1, sprCustom2, sprAirMine, sprHandAirMine,
- sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL
+ sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL
);
// Gears that interact with other Gears and/or Land
@@ -276,7 +276,7 @@
// DirAngle is a 'real' - if you do not need it for rotation of sprite in uGearsRender, you can use it for any visual-only value
DirAngle: real;
// These are frequently overridden to serve some other purpose
- Boom: Longword; // amount of damage caused by the gear
+ Boom: Longword; // amount of damage caused by the gear
Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts.
Angle, Power : Longword; // Used for hog aiming/firing. Angle is rarely used as an Angle otherwise.
Timer, WDTimer : LongWord; // Typically used for some sort of gear timer. Time to explosion, remaining fuel...
--- a/hedgewars/uVisualGears.pas Sun Oct 09 19:59:00 2016 +0200
+++ b/hedgewars/uVisualGears.pas Tue Apr 04 23:43:19 2017 +0200
@@ -160,7 +160,7 @@
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
case Gear^.Kind of
vgtCloud: begin
- spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
+ 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: begin
@@ -421,11 +421,11 @@
Tint(Gear^.Tint);
case Gear^.Kind of
vgtCloud: begin
- sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
+ sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
vgtFlake: begin
- sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+ 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