Revert camera shake. Now to make sure we don't desync anymore.
--- a/hedgewars/VGSHandlers.inc Wed Sep 07 20:13:14 2011 -0400
+++ b/hedgewars/VGSHandlers.inc Wed Sep 07 20:35:24 2011 -0400
@@ -587,7 +587,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
-var maxMovement: LongInt;
+//var maxMovement: LongInt;
begin
inc(Gear^.Timer, Steps);
@@ -596,13 +596,14 @@
One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit.
// a comment by unC0Rr: instead of changing WorldDx shake cursor coordinates, that should be safe
-*)
+// ... seems to still desync, and I tried banning when targetting too
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
+*)
if Gear^.Timer > 250 then DeleteVisualGear(Gear);
end;