disable side borders if bounce or wrap
authornemo
Fri, 11 Oct 2013 13:06:04 -0400
changeset 9524 0a52c1dd9400
parent 9522 a386e1cdc468
child 9526 2fd51591b260
disable side borders if bounce or wrap
hedgewars/uLand.pas
--- a/hedgewars/uLand.pas	Fri Oct 11 10:42:50 2013 -0400
+++ b/hedgewars/uLand.pas	Fri Oct 11 13:06:04 2013 -0400
@@ -729,26 +729,27 @@
     // also try basing cave dimensions on map/template dimensions, if they exist
     for w:= 0 to 5 do // width of 3 allowed hogs to be knocked through with grenade
         begin
-        for y:= topY to LAND_HEIGHT - 1 do
-                begin
-                Land[y, leftX + w]:= lfIndestructible;
-                Land[y, rightX - w]:= lfIndestructible;
-                if (y + w) mod 32 < 16 then
-                    c:= AMask
-                else
-                    c:= AMask or RMask or GMask; // FF00FFFF
+        if (WorldEdge <> weBounce) and (WorldEdge <> weWrap) then
+            for y:= topY to LAND_HEIGHT - 1 do
+                    begin
+                    Land[y, leftX + w]:= lfIndestructible;
+                    Land[y, rightX - w]:= lfIndestructible;
+                    if (y + w) mod 32 < 16 then
+                        c:= AMask
+                    else
+                        c:= AMask or RMask or GMask; // FF00FFFF
 
-                if (cReducedQuality and rqBlurryLand) = 0 then
-                    begin
-                    LandPixels[y, leftX + w]:= c;
-                    LandPixels[y, rightX - w]:= c;
-                    end
-                else
-                    begin
-                    LandPixels[y div 2, (leftX + w) div 2]:= c;
-                    LandPixels[y div 2, (rightX - w) div 2]:= c;
+                    if (cReducedQuality and rqBlurryLand) = 0 then
+                        begin
+                        LandPixels[y, leftX + w]:= c;
+                        LandPixels[y, rightX - w]:= c;
+                        end
+                    else
+                        begin
+                        LandPixels[y div 2, (leftX + w) div 2]:= c;
+                        LandPixels[y div 2, (rightX - w) div 2]:= c;
+                        end;
                     end;
-                end;
 
         for x:= leftX to rightX do
             begin