--- a/hedgewars/uWorld.pas Thu Jun 23 16:29:46 2011 +0200
+++ b/hedgewars/uWorld.pas Thu Jun 23 16:52:23 2011 +0200
@@ -528,8 +528,8 @@
var i, w, h, lw, lh, rw, rh, sw: LongInt;
begin
sw:= round(cScreenWidth / cScaleFactor);
- if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
- begin
+ if ((SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil)) and (SpritesData[spr].Texture <> nil) then
+ begin
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
i:= Shift mod w;
@@ -539,9 +539,9 @@
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
inc(i, w)
until i > sw
- end
- else
- begin
+ end
+ else if SpritesData[spr].Texture <> nil then
+ begin
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
@@ -553,18 +553,18 @@
i:= Shift - lw;
while i >= -sw - lw do
- begin
+ begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
dec(i, lw);
- end;
+ end;
i:= Shift + w;
while i <= sw do
- begin
+ begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
inc(i, rw)
+ end
end
- end
end;
@@ -1159,7 +1159,7 @@
var EdgesDist, wdy, shs: LongInt;
PrevSentPointTime: LongWord = 0;
begin
-{$IFNDEF IPHONE}
+{$IFNDEF IPHONEOS}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then
uCursor.updatePosition();
{$ENDIF}
@@ -1184,7 +1184,7 @@
if AMxShift < AMWidth then
begin
-{$IFDEF IPHONE}
+{$IFDEF IPHONEOS}
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;