hedgewars/VGSHandlers.inc
changeset 5855 74c621e12baa
parent 5840 00a3e2452e79
child 5874 5cd329cf2460
--- a/hedgewars/VGSHandlers.inc	Sun Sep 11 16:18:49 2011 +0200
+++ b/hedgewars/VGSHandlers.inc	Sun Sep 11 10:22:09 2011 -0400
@@ -587,23 +587,15 @@
 
 ////////////////////////////////////////////////////////////////////////////////
 procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
-//var maxMovement: LongInt;
+var maxMovement: LongInt;
 begin
 
 inc(Gear^.Timer, Steps);
-(*
-FIXME - This block desyncs due to the way WorldDx is important for various things network related.
-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;
@@ -613,9 +605,9 @@
     gX,gY: LongInt;
     vg: PVisualGear;
 begin
-ScreenFade:= sfFromWhite;
-ScreenFadeValue:= round(60 * zoom * zoom);
-ScreenFadeSpeed:= 5;
+//ScreenFade:= sfFromWhite;
+//ScreenFadeValue:= round(60 * zoom * zoom);
+//ScreenFadeSpeed:= 5;
 gX:= round(Gear^.X);
 gY:= round(Gear^.Y);
 AddVisualGear(gX, gY, vgtSmokeRing);