--- a/hedgewars/uWorld.pas Sun May 02 20:30:23 2010 +0000
+++ b/hedgewars/uWorld.pas Sun May 02 22:00:50 2010 +0000
@@ -51,7 +51,7 @@
procedure ShakeCamera(amount: LongWord);
implementation
-uses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, GLunit;
+uses uStore, uMisc, uTeams, uIO, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, GLunit;
type TCaptionStr = record
Tex: PTexture;
@@ -380,7 +380,7 @@
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
- Tint($FF, $FF, $FF, $FF); // disable coloring
+ glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
glEnable(GL_TEXTURE_2D);
end;
end;
@@ -392,10 +392,10 @@
lw:= wScreen / cScaleFactor;
waves:= lw * 2 / cWaveWidth;
-Tint((tnt * WaterColorArray[2].r div 255) + (255-tnt),
- (tnt * WaterColorArray[2].g div 255) + (255-tnt),
- (tnt * WaterColorArray[2].b div 255) + (255-tnt),
- 255
+Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
+ LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
+ LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
+ 255
);
glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);
@@ -767,7 +767,7 @@
if WindBarWidth < 0 then
begin
{$WARNINGS OFF}
- r.x:= (WindBarWidth + RealTicks shr 6) mod 8;
+ r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= 0;
r.w:= - WindBarWidth;
@@ -806,13 +806,16 @@
if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag);
if (GameType = gmtDemo) and (CountTicks >= 1000) then
begin
- i:=GameTicks div 60000;
- t:=(GameTicks-(i*60000)) div 1000;
- s:='';
- if i<10 then s:='0';
- s:= s+inttostr(i)+':';
- if t<10 then s:=s+'0';
- s:= s+inttostr(t);
+ i:=GameTicks div 1000;
+ t:= i mod 60;
+ s:= inttostr(t);
+ if t < 10 then s:= '0' + s;
+ i:= i div 60;
+ t:= i mod 60;
+ s:= inttostr(t) + ':' + s;
+ if t < 10 then s:= '0' + s;
+ s:= inttostr(i div 60) + ':' + s;
+
if timeTexture <> nil then FreeTexture(timeTexture);
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);