hedgewars/uVisualGears.pas
author Wuzzy <Wuzzy2@mail.ru>
Tue, 10 Jul 2018 21:29:31 +0200
changeset 13471 172ad57e2e0f
parent 13334 e8801220c13f
child 13638 35d93b1e7fef
permissions -rw-r--r--
Add subtle dust flakes for Cheese and CrazyMission themes
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure ProcessVisualGears(Steps: Longword);
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procedure DrawVisualGears(Layer: LongWord);
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procedure AddClouds;
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procedure AddFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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procedure ChangeToSDClouds;
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procedure ChangeToSDFlakes;
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procedure KickFlakes(Radius, X, Y: LongInt);
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implementation
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uses uVariables, uRender, Math, uRenderUtils, uUtils
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    , uVisualGearsList;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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    if Gear <> nil then
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        with Gear^ do
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            Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall);
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    end
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end;
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// ==================================================================
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procedure ProcessVisualGears(Steps: Longword);
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var Gear, t: PVisualGear;
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    i: LongWord;
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begin
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if Steps = 0 then
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    exit;
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for i:= 0 to 6 do
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    begin
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    t:= VisualGearLayers[i];
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    while t <> nil do
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        begin
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        Gear:= t;
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        t:= Gear^.NextGear;
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        Gear^.doStep(Gear, Steps)
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        end;
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    end
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end;
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procedure KickFlakes(Radius, X, Y: LongInt);
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var Gear, t: PVisualGear;
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    dmg, i: LongInt;
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begin
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if (vobCount = 0) or (vobCount > 200) then
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    exit;
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for i:= 2 to 6 do
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    if i <> 3 then
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        begin
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        t:= VisualGearLayers[i];
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        while t <> nil do
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            begin
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            Gear:= t;
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            if Gear^.Kind = vgtFlake then
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                begin
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                // Damage calc from doMakeExplosion
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                dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
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                if dmg > 1 then
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                    begin
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                    Gear^.tdX:= 0.02 * dmg + 0.01;
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                    if Gear^.X - X < 0 then
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                        Gear^.tdX := -Gear^.tdX;
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                    Gear^.tdY:= 0.02 * dmg + 0.01;
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                    if Gear^.Y - Y < 0 then
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                        Gear^.tdY := -Gear^.tdY;
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                    Gear^.Timer:= 200
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                    end
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                end;
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            t:= Gear^.NextGear
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            end
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        end
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end;
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function GetSprite(sprite, SDsprite: TSprite): TSprite; inline;
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begin
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    if SuddenDeathDmg then
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        exit(SDsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline;
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begin
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    if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then
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        exit(Lsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline;
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begin
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    exit(@SpritesData[GetSprite(sprite, SDsprite)]);
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end;
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procedure DrawVisualGears(Layer: LongWord);
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var Gear: PVisualGear;
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    tinted, speedlessFlakes: boolean;
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    tmp: real;
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    i: LongInt;
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    sprite: TSprite;
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    spriteData: PSpriteData;
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begin
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if SuddenDeathDmg then
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    speedlessFlakes:= (vobSDVelocity = 0)
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else
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    speedlessFlakes:= (vobVelocity = 0);
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case Layer of
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    // this layer is very distant in the background when stereo
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    0: begin
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        Gear:= VisualGearLayers[0];
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        while Gear <> nil do
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            begin
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            if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
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            case Gear^.Kind of
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              vgtCloud: begin
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                        spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
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                        DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
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                        end;
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               vgtFlake: begin
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                         sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                         if cFlattenFlakes then
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                             begin
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                             if speedlessFlakes then
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                                 DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                             else
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                                 DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                             end
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                         else
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                             begin
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                             if speedlessFlakes then
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                                 DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
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                             else
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                                 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);
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                             end;
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                         end;
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               end;
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           if Gear^.Tint <> $FFFFFFFF then
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               untint;
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           Gear:= Gear^.NextGear
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           end
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       end;
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    // this layer is on the land level (which is close but behind the screen plane) when stereo
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    1: begin
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       Gear:= VisualGearLayers[1];
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       while Gear <> nil do
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          begin
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          //tinted:= false;
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          if Gear^.Tint <> $FFFFFFFF then
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              Tint(Gear^.Tint);
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          case Gear^.Kind of
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              vgtFlake: begin
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                         sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                         if speedlessFlakes then
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                             DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                         else
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                             DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                        end;
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              vgtSmokeTrace: if Gear^.State < 8 then
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                  DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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              vgtEvilTrace: if Gear^.State < 8 then
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                  DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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              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)));
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          end;
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          if (cReducedQuality and rqAntiBoom) = 0 then
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              case Gear^.Kind of
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                  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);
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                  vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
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                  vgtDust: if Gear^.State = 1 then
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sheepluva
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                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
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                           else
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sheepluva
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                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
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                  vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
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                               DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
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                           else
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                               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);
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                  vgtSplash: begin
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                             spriteData:= GetSpriteData(sprSplash, sprSDSplash);
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                             if Gear^.Angle <> 0 then
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                                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)
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                             else
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                                //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
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                                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);
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                             end;
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                  vgtDroplet: begin
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                              sprite:= GetSprite(sprDroplet, sprSDDroplet);
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                              DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
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                              end;
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                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
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               vgtStraightShot: begin
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                                if Gear^.dX < 0 then
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                                    i:= -1
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                                else
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                                    i:= 1;
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                                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);
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                                end;
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              end;
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          //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
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          if (Gear^.Tint <> $FFFFFFFF) then
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              untint;
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          Gear:= Gear^.NextGear
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          end
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       end;
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    // this layer is on the screen plane (depth = 0) when stereo
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    3: begin
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       Gear:= VisualGearLayers[3];
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       while Gear <> nil do
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           begin
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           tinted:= false;
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           if Gear^.Tint <> $FFFFFFFF then
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               Tint(Gear^.Tint);
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nemo
parents: 5583
diff changeset
   258
           case Gear^.Kind of
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   259
(*
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sheepluva
parents: 10354
diff changeset
   260
              vgtFlake: begin
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sheepluva
parents: 10354
diff changeset
   261
                        sprite:= GetSprite(sprFlake, sprSDFlake);
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   262
                        if speedlessFlakes then
10361
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sheepluva
parents: 10354
diff changeset
   263
                            DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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sheepluva
parents: 10354
diff changeset
   264
                        else
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sheepluva
parents: 10354
diff changeset
   265
                            DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   266
                        end;*)
13240
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   267
               vgtSpeechBubble: if (Gear^.Angle <> 0) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   268
                                // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   269
                                    if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   270
                                        begin
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
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   271
                                        tinted:= true;
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   272
                                        Tint($FF, $FF, $FF,  $66);
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   273
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   274
                                        end
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Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   275
                                    else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
   276
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   277
               vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
8330
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koda
parents: 8026 8204
diff changeset
   278
               vgtHealthTag: if Gear^.Tex <> nil then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   279
                               begin
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koda
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   280
                               if Gear^.Frame = 0 then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
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   281
                                   DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   282
                               else
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nemo
parents: 5583
diff changeset
   283
                                   begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   284
                                   SetScale(cDefaultZoomLevel);
6580
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lovelacer
parents: 6553
diff changeset
   285
                                   if Gear^.Angle = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   286
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
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lovelacer
parents: 6553
diff changeset
   287
                                   else
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koda
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   288
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   289
                                   SetScale(zoom)
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nemo
parents: 5583
diff changeset
   290
                                   end
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nemo
parents: 5583
diff changeset
   291
                               end;
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koda
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   292
               vgtStraightShot: begin
6580
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lovelacer
parents: 6553
diff changeset
   293
                                if Gear^.dX < 0 then
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lovelacer
parents: 6553
diff changeset
   294
                                    i:= -1
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lovelacer
parents: 6553
diff changeset
   295
                                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   296
                                    i:= 1;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   297
                                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);
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   298
                                end;
10876
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   299
                   vgtFeather: begin
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   300
                               if Gear^.FrameTicks < 255 then
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   301
                                   begin
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   302
                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
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sheepluva
parents: 10675
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   303
                                   tinted:= true
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sheepluva
parents: 10675
diff changeset
   304
                                   end;
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   305
                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   306
                             end;
5585
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nemo
parents: 5583
diff changeset
   307
           end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   308
           if (cReducedQuality and rqAntiBoom) = 0 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   309
               case Gear^.Kind of
6999
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koda
parents: 6986
diff changeset
   310
                   vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
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nemo
parents: 5583
diff changeset
   311
               end;
6580
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lovelacer
parents: 6553
diff changeset
   312
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   313
               untint;
5585
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nemo
parents: 5583
diff changeset
   314
           Gear:= Gear^.NextGear
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nemo
parents: 5583
diff changeset
   315
           end
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   316
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   317
    // this layer is outside the screen when stereo
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   318
    2: begin
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   319
       Gear:= VisualGearLayers[2];
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   320
       while Gear <> nil do
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nemo
parents: 5583
diff changeset
   321
           begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   322
           tinted:= false;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   323
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   324
               Tint(Gear^.Tint);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   325
           case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   326
               vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   327
               vgtBigExplosion: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   328
                                tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   329
                                Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   330
                                DrawTextureRotatedF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   331
                                end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   332
           end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   333
           if (cReducedQuality and rqAntiBoom) = 0 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   334
               case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   335
                   vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   336
                   vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   337
                   vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   338
                   vgtAmmo: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   339
                            tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   340
                            Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6322
b310f0bc8dde If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents: 6318
diff changeset
   341
                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
12470
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12164
diff changeset
   342
                            if Gear^.Frame <> ord(amNothing) then
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12164
diff changeset
   343
                                DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   344
                            end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   345
                   vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   346
                             if Gear^.FrameTicks < $FF then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   347
                                 begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   348
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   349
                                 tinted:= true
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   350
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   351
                             DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   352
                             end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   353
                   vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   354
                   vgtBeeTrace: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   355
                                if Gear^.FrameTicks < $FF then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   356
                                    Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   357
                                else
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   358
                                    Tint($FF, $FF, $FF, $80);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   359
                                tinted:= true;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   360
                                DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   361
                                end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   362
                   vgtSmokeRing: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   363
                                 tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   364
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   365
                                 DrawTextureRotatedF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   366
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   367
                   vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   368
                   vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   369
               end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   370
           case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   371
               vgtFlake: begin
12163
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   372
                         spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   373
                         if speedlessFlakes then
10362
sheepluva
parents: 10361
diff changeset
   374
                             DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   375
                         else
10362
sheepluva
parents: 10361
diff changeset
   376
                             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);
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   377
                         end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   378
               vgtCircle: if gear^.Angle = 1 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   379
                              begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   380
                              tmp:= Gear^.State / 100;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   381
                              DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   382
                              end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   383
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   384
                              DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   385
           end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   386
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   387
               untint;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   388
           Gear:= Gear^.NextGear
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   389
           end
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   390
       end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   391
     // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   392
     4: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   393
        Gear:= VisualGearLayers[4];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   394
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   395
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   396
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   397
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   398
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   399
               vgtCloud: begin
12163
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   400
                         spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   401
                         DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   402
                         end;
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   403
              vgtFlake: begin
12163
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   404
                        spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   405
                        if speedlessFlakes then
10362
sheepluva
parents: 10361
diff changeset
   406
                            DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   407
                        else
10362
sheepluva
parents: 10361
diff changeset
   408
                            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);
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   409
                        end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   410
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   411
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   412
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   413
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   414
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   415
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   416
     // this layer is on the screen plane (depth = 0) when stereo, but just behind the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   417
     5: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   418
        Gear:= VisualGearLayers[5];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   419
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   420
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   421
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   422
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   423
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   424
                vgtCloud: begin
12164
cb3e785534da whitespace fixes (SEE, I AM USEFUL!)
sheepluva
parents: 12163
diff changeset
   425
                        sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   426
                          DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   427
                          end;
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   428
              vgtFlake: begin
12164
cb3e785534da whitespace fixes (SEE, I AM USEFUL!)
sheepluva
parents: 12163
diff changeset
   429
                        sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   430
                        if speedlessFlakes then
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   431
                            DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   432
                        else
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   433
                            DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   434
                        end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   435
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   436
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   437
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   438
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   439
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   440
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   441
     // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   442
    6: begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   443
        Gear:= VisualGearLayers[6];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   444
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   445
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   446
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   447
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   448
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   449
                vgtFlake: begin
12163
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   450
                         sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   451
                          if speedlessFlakes then
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   452
                              DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   453
                          else
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   454
                              DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   455
                          end;
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   456
                vgtNoPlaceWarn:
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   457
                            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);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   458
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   459
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   460
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   461
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   462
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   463
        end;
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   464
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   465
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   466
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   467
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   468
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   469
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   470
for i:= 0 to cCloudsNumber - 1 do
13334
e8801220c13f minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
nemo
parents: 13240
diff changeset
   471
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   472
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   473
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   474
procedure ChangeToSDClouds;
12707
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   475
var       i, j: LongInt;
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   476
    vg, tmp: PVisualGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   477
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   478
if cCloudsNumber = cSDCloudsNumber then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   479
    exit;
12707
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   480
for i:= 0 to 6 do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   481
    begin
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   482
    vg:= VisualGearLayers[i];
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   483
    while vg <> nil do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   484
        if vg^.Kind = vgtCloud then
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   485
            begin
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   486
            tmp:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   487
            DeleteVisualGear(vg);
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   488
            vg:= tmp
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   489
            end
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   490
        else vg:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   491
    for j:= 0 to cSDCloudsNumber - 1 do
13334
e8801220c13f minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
nemo
parents: 13240
diff changeset
   492
        AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true)
12707
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12470
diff changeset
   493
    end;
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   494
end;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   495
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   496
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   497
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   498
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   499
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   500
    exit;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   501
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   502
if hasBorder or (not cSnow) then
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   503
    for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   504
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   505
else
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   506
    for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   507
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   508
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   509
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   510
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   511
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   512
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   513
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   514
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   515
    exit;
13053
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12707
diff changeset
   516
if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12707
diff changeset
   517
        (vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12707
diff changeset
   518
        (vobFallSpeed = vobSDFallSpeed) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   519
    exit;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   520
for i:= 0 to 6 do
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   521
    begin
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   522
    vg:= VisualGearLayers[i];
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   523
    while vg <> nil do
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   524
        if vg^.Kind = vgtFlake then
10658
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   525
            begin
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   526
            tmp:= vg^.NextGear;
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   527
            DeleteVisualGear(vg);
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   528
            vg:= tmp
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   529
            end
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   530
        else vg:= vg^.NextGear;
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   531
    end;
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   532
if hasBorder or (not cSnow) then
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   533
    for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   534
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   535
else
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   536
    for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   537
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   538
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   539
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   540
procedure initModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   541
var i: LongWord;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   542
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   543
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   544
for i:= 0 to 6 do
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   545
    VisualGearLayers[i]:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   546
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   547
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   548
procedure freeModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   549
var i: LongWord;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   550
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   551
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   552
for i:= 0 to 6 do
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   553
    while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   554
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   555
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   556
end.