If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
--- 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