equal
deleted
inserted
replaced
72 missionTimer: LongInt; |
72 missionTimer: LongInt; |
73 stereoDepth: GLfloat; |
73 stereoDepth: GLfloat; |
74 |
74 |
75 const cStereo_Sky = 0.0500; |
75 const cStereo_Sky = 0.0500; |
76 cStereo_Horizon = 0.0250; |
76 cStereo_Horizon = 0.0250; |
|
77 cStereo_MidDistance = 0.0175; |
77 cStereo_Water_distant = 0.0125; |
78 cStereo_Water_distant = 0.0125; |
78 cStereo_Land = 0.0075; |
79 cStereo_Land = 0.0075; |
79 cStereo_Water_near = 0.0025; |
80 cStereo_Water_near = 0.0025; |
80 cStereo_Outside = -0.0400; |
81 cStereo_Outside = -0.0400; |
81 |
82 |
797 DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
798 DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
798 if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF); |
799 if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF); |
799 end; |
800 end; |
800 |
801 |
801 DrawVisualGears(0); |
802 DrawVisualGears(0); |
|
803 ChangeDepth(RM, -cStereo_MidDistance); |
|
804 DrawVisualGears(4); |
802 |
805 |
803 if (cReducedQuality and rq2DWater) = 0 then |
806 if (cReducedQuality and rq2DWater) = 0 then |
804 begin |
807 begin |
805 // Waves |
808 // Waves |
806 DrawWater(255, SkyOffset); |
809 DrawWater(255, SkyOffset); |
815 end |
818 end |
816 else |
819 else |
817 DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); |
820 DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); |
818 |
821 |
819 changeDepth(RM, cStereo_Land); |
822 changeDepth(RM, cStereo_Land); |
|
823 DrawVisualGears(5); |
820 DrawLand(WorldDx, WorldDy); |
824 DrawLand(WorldDx, WorldDy); |
821 |
825 |
822 DrawWater(255, 0); |
826 DrawWater(255, 0); |
823 |
827 |
824 // Attack bar |
828 // Attack bar |
843 end |
847 end |
844 end; |
848 end; |
845 |
849 |
846 DrawVisualGears(1); |
850 DrawVisualGears(1); |
847 DrawGears; |
851 DrawGears; |
|
852 DrawVisualGears(6); |
848 |
853 |
849 if SuddenDeathDmg then |
854 if SuddenDeathDmg then |
850 DrawWater(cSDWaterOpacity, 0) |
855 DrawWater(cSDWaterOpacity, 0) |
851 else |
856 else |
852 DrawWater(cWaterOpacity, 0); |
857 DrawWater(cWaterOpacity, 0); |