If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
authornemo
Thu, 10 Nov 2011 21:11:57 -0500
changeset 6322 b310f0bc8dde
parent 6321 5a0416e5a6de
child 6323 c1aa6a3c84a7
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
hedgewars/uGearsRender.pas
hedgewars/uRender.pas
hedgewars/uVisualGears.pas
--- a/hedgewars/uGearsRender.pas	Fri Nov 11 01:40:23 2011 +0100
+++ b/hedgewars/uGearsRender.pas	Thu Nov 10 21:11:57 2011 -0500
@@ -180,7 +180,7 @@
     if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
         exit;
     DrawTexture(sx + 16, sy + 16, ropeIconTex);
-    DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 2, 32, 32);
+    DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
     end;
 end;
 
@@ -223,7 +223,7 @@
     if HH^.Effects[hePoisoned] then
         begin
         Tint($00, $FF, $40, $40);
-        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 2, 22, 22, (RealTicks shr 36) mod 360);
+        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
         Tint($FF, $FF, $FF, $FF)
         end;
 
@@ -371,12 +371,12 @@
                     with HH^ do
                         if (HatTex <> nil) then
                             begin
-                            DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i*2, 32, 32,
+                            DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
                                 i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
                             if HatTex^.w > 64 then
                                 begin
                                 Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
-                                DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i*2, 32, 32,
+                                DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
                                     i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
                                 Tint($FF, $FF, $FF, $FF)
                                 end
@@ -400,7 +400,7 @@
                                 sx,
                                 sy - 5,
                                 0,
-                                sign*2,
+                                sign,
                                 32,
                                 32);
                             if HatTex^.w > 64 then
@@ -411,7 +411,7 @@
                                     sx,
                                     sy - 5,
                                     32,
-                                    sign*2,
+                                    sign,
                                     32,
                                     32);
                                 Tint($FF, $FF, $FF, $FF)
@@ -664,7 +664,7 @@
                             sx,
                             sy - 5,
                             0,
-                            sign*2,
+                            sign,
                             32,
                             32); *)
             end;
@@ -732,7 +732,7 @@
                     sx,
                     sy - 5,
                     (RealTicks div 128 + Gear^.Pos) mod 19,
-                    sign*2,
+                    sign,
                     32,
                     32);
                 if HatTex^.w > 64 then
@@ -743,7 +743,7 @@
                         sx,
                         sy - 5,
                         (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
-                        sign*2,
+                        sign,
                         32,
                         32);
                     Tint($FF, $FF, $FF, $FF)
@@ -756,7 +756,7 @@
                     sx,
                     sy - 5,
                     0,
-                    sign*m*2,
+                    sign*m,
                     32,
                     32);
                 if HatTex^.w > 64 then
@@ -767,7 +767,7 @@
                         sx,
                         sy - 5,
                         32,
-                        sign*m*2,
+                        sign*m,
                         32,
                         32);
                     Tint($FF, $FF, $FF, $FF)
@@ -846,7 +846,7 @@
     if HH^.Effects[hePoisoned] then
         begin
         Tint($00, $FF, $40, $80);
-        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 2, 22, 22, 360 - (RealTicks shr 37) mod 360);
+        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
         end;
     if HH^.Effects[heResurrected] then
         begin
@@ -924,7 +924,7 @@
            gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
 
            gtGrave: begin
-                    DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 2, 32, 32);
+                    DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
                     if Gear^.Health > 0 then
                         begin
                         //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
@@ -981,7 +981,7 @@
         gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
      gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
          gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
-           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 2, 16, 16);
+           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
        gtParachute: begin
                     DrawSprite(sprParachute, x - 24, y - 48, 0);
                     DrawAltWeapon(Gear, x + 1, y - 3)
@@ -1025,7 +1025,7 @@
                             else
                                 startX:= max(-LAND_WIDTH - 1024, endX - 2048);
                             startY:= endY - 256;
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75);
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                             end
                         else // Disappearing
                             begin
@@ -1036,27 +1036,27 @@
                             else
                                 endX:= max(-LAND_WIDTH - 1024, startX - 2048);
                             endY:= startY + 256;
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75);
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                             end;
                         end
                     else
                         begin
                         if Gear^.Health < 250 then
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag*2, 75, 75)
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75)
                         else
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag*2, 75, 75);
+                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                         end;
                     end;
-             gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 2, 16, 16, Gear^.DirAngle);
+             gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
            gtPiano: begin
                     if (Gear^.State and gstDrowning) = 0 then
                         begin
                         Tint($FF, $FF, $FF, $10);
                         for i:= 8 downto 1 do
-                            DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 2, 128, 128);
+                            DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128);
                         Tint($FF, $FF, $FF, $FF)
                         end;
-                    DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 2, 128, 128);
+                    DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128);
                     end;
      gtPoisonCloud: begin
                     if Gear^.Timer < 1020 then
@@ -1065,7 +1065,7 @@
                         Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
                     else
                         Tint($C0, $C0, $00, $C0);
-                    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 2, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
+                    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
                     Tint($FF, $FF, $FF, $FF)
                     end;
      gtResurrector: begin
@@ -1082,7 +1082,7 @@
                              (cExplosionBorderColor shr BShift) and $FF, 
                              $FF);
                         // Needs a nicer white texture to tint
-                        DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 2, 8, 8, Gear^.DirAngle);
+                        DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
                         //DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
                         //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
                         Tint($FF, $FF, $FF, $FF);
--- a/hedgewars/uRender.pas	Fri Nov 11 01:40:23 2011 +0100
+++ b/hedgewars/uRender.pas	Thu Nov 10 21:11:57 2011 -0500
@@ -159,7 +159,7 @@
 // Any reason for this call? And why only in t direction, not s?
 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-hw:= w div Dir;
+hw:= w div (2 div Dir);
 
 nx:= round(Texture^.w / w); // number of horizontal frames
 ny:= round(Texture^.h / h); // number of vertical frames
--- a/hedgewars/uVisualGears.pas	Fri Nov 11 01:40:23 2011 +0100
+++ b/hedgewars/uVisualGears.pas	Thu Nov 10 21:11:57 2011 -0500
@@ -477,9 +477,9 @@
            if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
            case Gear^.Kind of
               vgtCloud: if SuddenDeathDmg then
-                             DrawTextureF(SpritesData[sprSDCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
+                             DrawTextureF(SpritesData[sprSDCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
                          else
-                            DrawTextureF(SpritesData[sprCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
+                            DrawTextureF(SpritesData[sprCloud].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
                vgtFlake: if cFlattenFlakes then
                              begin
                              if SuddenDeathDmg then
@@ -497,14 +497,14 @@
                              begin
                              if SuddenDeathDmg then
                                  if vobSDVelocity = 0 then
-                                     DrawTextureF(SpritesData[sprSDFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                     DrawTextureF(SpritesData[sprSDFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                                  else
-                                     DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
+                                     DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
                              else
                                  if vobVelocity = 0 then
-                                     DrawTextureF(SpritesData[sprFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                     DrawTextureF(SpritesData[sprFlake].Texture, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                                  else
-                                     DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
+                                     DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
                              end;
                end;
            if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
@@ -535,7 +535,7 @@
           end;
           if (cReducedQuality and rqAntiBoom) = 0 then
               case Gear^.Kind of
-                  vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 2, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height);
+                  vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 0, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height);
                   vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                   vgtDust: if Gear^.State = 1 then
                                DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
@@ -544,7 +544,7 @@
                   vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
                                DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
                            else
-                               DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 2, 16, 16);
+                               DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
                   vgtSplash: if SuddenDeathDmg then
                                  DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
                              else
@@ -603,7 +603,7 @@
                                    end
                                end;
                vgtStraightShot: begin 
-                                if Gear^.dX < 0 then i:= -2 else i:= 2;
+                                if Gear^.dX < 0 then i:= -1 else i:= 1;
                                 DrawRotatedTextureF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
                                 end;
            end;
@@ -627,7 +627,7 @@
                vgtBigExplosion: begin
                                 tinted:= true;
                                 Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
-                                DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 385, 385, Gear^.Angle);
+                                DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
                                 end;
            end;
            if (cReducedQuality and rqAntiBoom) = 0 then
@@ -638,8 +638,8 @@
                    vgtAmmo: begin
                             tinted:= true;
                             Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
-                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 32, 32);
-                            DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 2, 32, 32);
+                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
+                            DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
                             end;
                    vgtShell: begin
                              if Gear^.FrameTicks < $FF then
@@ -669,7 +669,7 @@
                    vgtSmokeRing: begin
                                  tinted:= true;
                                  Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
-                                 DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 2, 200, 200, Gear^.Angle);
+                                 DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
                                  end;
                    vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                    vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
@@ -677,14 +677,14 @@
            case Gear^.Kind of
                vgtFlake: if SuddenDeathDmg then
                              if vobSDVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprSDFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                 DrawTextureF(SpritesData[sprSDFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                              else
-                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
+                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
                          else
                              if vobVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                 DrawTextureF(SpritesData[sprFlake].Texture, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                              else
-                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
+                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 1.5, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
                vgtCircle: if gear^.Angle = 1 then
                               begin
                               tmp:= Gear^.State / 100;
@@ -704,19 +704,19 @@
            if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
            case Gear^.Kind of
               vgtCloud: if SuddenDeathDmg then
-                             DrawTextureF(SpritesData[sprSDCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
+                             DrawTextureF(SpritesData[sprSDCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
                          else
-                            DrawTextureF(SpritesData[sprCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
+                            DrawTextureF(SpritesData[sprCloud].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
               vgtFlake: if SuddenDeathDmg then
                              if vobSDVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprSDFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                 DrawTextureF(SpritesData[sprSDFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                              else
-                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
+                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle)
                          else
                              if vobVelocity = 0 then
-                                 DrawTextureF(SpritesData[sprFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
+                                 DrawTextureF(SpritesData[sprFlake].Texture, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                              else
-                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
+                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.8, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
                end;
            if (Gear^.Tint <> $FFFFFFFF) then Tint($FF,$FF,$FF,$FF);
            Gear:= Gear^.NextGear