Add a fade out when in lag for snow.
--- a/hedgewars/uGearsRender.pas Mon Sep 05 15:05:46 2011 -0400
+++ b/hedgewars/uGearsRender.pas Mon Sep 05 15:32:58 2011 -0400
@@ -1071,14 +1071,18 @@
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
Tint($FF, $FF, $FF, $FF);
end
- else if not isInLag then
+ else //if not isInLag then
begin
+ if isInLag and (Gear^.FlightTime < 256) then inc(Gear^.FlightTime, 8)
+ else if not isInLag and (Gear^.FlightTime > 0) then dec(Gear^.FlightTime, 8);
+ if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime));
if vobVelocity = 0 then
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
- DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle)
+ DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
//DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
+ if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF);
end;
gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
gtTardis: if Gear^.Pos <> 4 then