--- a/hedgewars/uGearsRender.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsRender.pas Mon Jan 14 03:52:09 2019 +0100
@@ -69,8 +69,6 @@
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
EnableTexture(false);
- //glEnable(GL_LINE_SMOOTH);
-
Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF);
@@ -92,7 +90,6 @@
openglPopMatrix();
EnableTexture(true);
- //glDisable(GL_LINE_SMOOTH)
end
end;
@@ -426,7 +423,7 @@
begin
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
/// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer
- (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
+ (((CurAmmoGear <> nil) and
// don't render crosshair/laser during kamikaze
((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
@@ -816,9 +813,6 @@
amSeduction: begin
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
- //Tint($FF, $0, $0, $AA);
- //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
- //untint;
end;
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRCPlane: begin
@@ -915,17 +909,6 @@
0);
HatVisible:= true;
- (* with HH^ do
- if (HatTex <> nil)
- and (HatVisibility > 0) then
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- 0,
- sign,
- 32,
- 32); *)
end;
defaultPos:= false
@@ -1099,13 +1082,6 @@
if (Gear^.State and gstHHDriven) <> 0 then
begin
- (* if (CurAmmoGear = nil) then
- begin
- amt:= CurrentHedgehog^.CurAmmoType;
- case amt of
- amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
- end
- end; *)
if (CurAmmoGear = nil) then
begin
if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
@@ -1189,11 +1165,9 @@
tx := ox;
// don't go offscreen
- //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
- //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
- t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor);
+ t:= 32;
tx := min(max(tx, ViewLeftX + t), ViewRightX - t);
- t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor);
+ t:= 32;
ty := min(ty, ViewBottomY - 96);
// don't overlap with HH or HH tags
if ty < ViewTopY + t then
@@ -1272,15 +1246,12 @@
aAngle: real;
startX, endX, startY, endY: LongInt;
begin
- // airmine has its own sprite
+ // airmine has its own sprite
if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF);
- //if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF);
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else if Gear^.AmmoType = amIceGun then
- //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8)
- //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
else
begin
@@ -1343,9 +1314,7 @@
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
if Gear^.Health > 0 then
begin
- //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
- //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
untint
end
@@ -1582,8 +1551,6 @@
Tint(Gear^.Tint);
// Needs a nicer white texture to tint
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
- //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
- //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
untint;
end
else //if not isInLag then
@@ -1598,8 +1565,6 @@
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
-//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
-//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then
untint;
end;
@@ -1617,11 +1582,6 @@
DrawSprite(sprTardis, x-25, y-64,1);
if Gear^.Pos <> 2 then
untint
-(*
- Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
- DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
- untint
-*)
end;
gtIceGun: begin
HHGear := Gear^.Hedgehog^.Gear;