--- a/hedgewars/uWorld.pas Sat Jul 31 10:52:43 2010 +0200
+++ b/hedgewars/uWorld.pas Sat Jul 31 11:24:53 2010 +0200
@@ -38,7 +38,7 @@
cntTicks: LongWord;
{$ENDIF}
cOffsetY: LongInt;
-
+
procedure initModule;
procedure freeModule;
@@ -281,7 +281,7 @@
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
inc(y, AMSlotSize);
end;
-
+
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
for i:= 0 to cMaxSlotAmmoIndex do
DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
@@ -339,7 +339,7 @@
DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
end;
-
+
dec(y, BORDERSIZE);
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex + 1 do
@@ -355,7 +355,7 @@
amSel:= Ammo^[Slot, Pos].AmmoType;
RenderWeaponTooltip(amSel)
end;
-
+
{$IFDEF IPHONEOS}
DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
@@ -402,7 +402,7 @@
lw:= cScreenWidth / cScaleFactor;
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
-
+
// Water
r.y:= OffsetY + WorldDy + cWaterLine;
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
@@ -509,14 +509,14 @@
rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
dec(Shift, w div 2);
DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
-
+
i:= Shift - lw;
while i >= -sw - lw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
dec(i, lw);
end;
-
+
i:= Shift + w;
while i <= sw do
begin
@@ -542,10 +542,10 @@
if ZoomValue < zoom then
begin
zoom:= zoom - 0.002 * Lag;
- if ZoomValue > zoom then
+ if ZoomValue > zoom then
zoom:= ZoomValue
- end
- else
+ end
+ else
if ZoomValue > zoom then
begin
zoom:= zoom + 0.002 * Lag;
@@ -580,11 +580,11 @@
end;
DrawVisualGears(0);
-
+
if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
- DrawWater(255, SkyOffset);
+ DrawWater(255, SkyOffset);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
@@ -694,7 +694,7 @@
DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1);
dec(t, 32);
// 1 ms
- DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
+ DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10 ms
@@ -757,16 +757,16 @@
with TeamsArray[t]^ do
begin
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
-
+
if highlight then
Tint(Clan^.Color);
// draw name
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex);
-
+
// draw flag
DrawTexture(-14, cScreenHeight + DrawHealthY, FlagTex);
-
+
// draw health bar
r.x:= 0;
r.y:= 0;
@@ -876,11 +876,11 @@
s:= inttostr(t) + ':' + s;
if t < 10 then s:= '0' + s;
s:= inttostr(i div 60) + ':' + s;
-
+
if timeTexture <> nil then
FreeTexture(timeTexture);
timeTexture:= nil;
-
+
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
timeTexture:= Surface2Tex(tmpSurface, false);
@@ -946,7 +946,7 @@
sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
end;
-
+
VertexBuffer[0].X:= -cScreenWidth;
VertexBuffer[0].Y:= cScreenHeight;
VertexBuffer[1].X:= -cScreenWidth;
@@ -955,7 +955,7 @@
VertexBuffer[2].Y:= 0;
VertexBuffer[3].X:= cScreenWidth;
VertexBuffer[3].Y:= cScreenHeight;
-
+
glDisable(GL_TEXTURE_2D);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
@@ -991,7 +991,7 @@
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
//if Group in [capgrpGameState] then WriteLnToConsole(s);
- if Captions[Group].Tex <> nil then
+ if Captions[Group].Tex <> nil then
FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= nil;
@@ -1117,7 +1117,7 @@
if time = 0 then time:= 5000;
missionTimer:= time;
-if missionTex <> nil then
+if missionTex <> nil then
FreeTexture(missionTex);
missionTex:= nil;
@@ -1159,7 +1159,7 @@
Frames:= 0;
WorldDx:= -512;
WorldDy:= -256;
-
+
FPS:= 0;
CountTicks:= 0;
SoundTimerTicks:= 0;
@@ -1168,7 +1168,7 @@
missionTimer:= 0;
missionTex:= nil;
cOffsetY:= 0;
-
+
FillChar(Captions, sizeof(Captions), 0)
end;