hedgewars/HHHandlers.inc
author unc0rr
Tue, 20 Jun 2006 21:21:31 +0000
changeset 68 cbb93eb90304
parent 62 c3eda0c68cd6
child 70 82d93eeecebe
permissions -rw-r--r--
Collision-related stuff
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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////////////////////////////////////////////////////////////////////////////////
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procedure Attack(Gear: PGear);
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var xx, yy: real;
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begin
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with Gear^,
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     CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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     {$IFDEF DEBUGFILE}AddFileLog('Attack: Gear.State = '+inttostr(State)+' CurAmmoGear = '+inttostr(longword(CurAmmoGear)));{$ENDIF}
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     if CurAmmoGear <> nil then
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        begin
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        Message:= Message and not gm_Attack;
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        if not CurrentTeam.ExtDriven then SendIPC('a')
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        end;
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     if (((State and (gstHHDriven or gstAttacking)) = (gstHHDriven or gstAttacking))and
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        ((State and (gstAttacked or gstMoving or gstHHChooseTarget)) = 0)and
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        (((State and gstFalling  ) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInFall) <> 0))and
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        (((State and gstHHJumping) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInJump) <> 0)))and
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        (CurAmmoGear = nil) then
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        begin
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        if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0 then
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           begin
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           StopTPUSound;
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           PlaySound(sndThrowRelease);
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           end;
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        xx:= Sign(dX)*Sin(Angle*pi/cMaxAngle);
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        yy:= -Cos(Angle*pi/cMaxAngle);
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             case Ammo[CurSlot, CurAmmo].AmmoType of
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                      amBazooka: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Grenade, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
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                      amGrenade: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Bomb,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo[CurSlot, CurAmmo].Timer);
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                          amUFO: FollowGear:= AddGear(round(X), round(Y), gtUFO,          0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
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                      amShotgun: begin
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                                 PlaySound(sndShotgunReload);
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                                 FollowGear:= AddGear(round(X), round(Y), gtShotgunShot,  0, xx * 0.5, yy * 0.5);
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                                 end;
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                       amDEagle: begin
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                                 FollowGear:= AddGear(round(X), round(Y), gtDEagleShot,   0, xx * 0.5, yy * 0.5);
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                                 end;
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                         amSkip: TurnTimeLeft:= 0;
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                   amPickHammer: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y) + cHHRadius, gtPickHammer, 0);
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                         amRope: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y), gtRope, 0, xx, yy);
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                         amMine: AddGear(round(X) + Sign(dX) * 7, round(Y), gtMine, 0, Sign(dX) * 0.02, 0, 3000);
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                     amDynamite: AddGear(round(X) + Sign(dX) * 7, round(Y), gtDynamite, 0, Sign(dX) * 0.035, 0, 5000); 
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                  end;
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        Power:= 0;
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        if CurAmmoGear <> nil then
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           begin
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           Gear.Message:= Gear.Message or gm_Attack;
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           CurAmmoGear.Message:= Gear.Message;
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           exit
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           end else
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           begin
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           Message:= Message and not gm_Attack;
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           if not CurrentTeam.ExtDriven then SendIPC('a')
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           end;
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        AfterAttack
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        end
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     end
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end;
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procedure AfterAttack;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear^,
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     CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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        Inc(AttacksNum);
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        State:= State and not gstAttacking;
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        if Ammo[CurSlot, CurAmmo].NumPerTurn >= AttacksNum then isInMultiShoot:= true
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           else begin
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           TurnTimeLeft:= Ammoz[Ammo[CurSlot, CurAmmo].AmmoType].TimeAfterTurn;
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           State:= State or gstAttacked;
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           OnUsedAmmo(Ammo)
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           end;
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     AttackBar:= 0
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     end
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end;
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////////////////////////////////////////////////////////////////////////////////
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procedure PickUp(HH, Gear: PGear);
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begin
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Gear.Message:= gm_Destroy;
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case Gear.Pos of
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     posCaseHealth: begin
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                    inc(HH.Health, Gear.Health);
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                    RenderHealth(PHedgehog(HH.Hedgehog)^);
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                    RecountTeamHealth(PHedgehog(HH.Hedgehog)^.Team)
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                    end;
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     end;
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end;
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procedure doStepHedgehog(Gear: PGear); forward;
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////////////////////////////////////////////////////////////////////////////////
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procedure doStepHedgehogDriven(Gear: PGear);
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const StepTicks: LongWord = 0;
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      cStepTicks = 38;
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var t: PGear;
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begin
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if isinMultiShoot and (Gear.Damage = 0) then
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   begin
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   exit
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   end;
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AllInactive:= false;
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DeleteCI(Gear);
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if (TurnTimeLeft = 0) or (Gear.Damage > 0) then
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   begin
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   if ((Gear.State and (gstMoving or gstFalling)) = 0)
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      and (CurAmmoGear = nil) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   Gear.State:= Gear.State and not gstHHDriven;
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   if Gear.Damage > 0 then
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      Gear.State:= Gear.State and not gstHHJumping;
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   exit
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   end;
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if ((Gear.State and gstFalling) <> 0) or (StepTicks = cStepTicks)
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   or (CurAmmoGear <> nil) then // we're moving
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   begin
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   // check for case with ammo
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   t:= CheckGearNear(Gear, gtCase, 36, 36);
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   if t <> nil then
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      PickUp(Gear, t)
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   end;
4
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   153
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if CurAmmoGear <> nil then
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   155
   begin
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   CurAmmoGear.Message:= Gear.Message;
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   exit
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   158
   end;
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   159
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if (Gear.Message and gm_Attack)<>0 then
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78bff13b11c0 With this patch the game doesn't crash when gaming by net
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   161
   if (Gear.State and (gstAttacked or gstHHChooseTarget) = 0) then
4
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      with PHedgehog(Gear.Hedgehog)^ do
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            begin
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            Gear.State:= Gear.State or gstAttacking;
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78bff13b11c0 With this patch the game doesn't crash when gaming by net
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            if Gear.Power = cMaxPower then Gear.Message:= Gear.Message and not gm_Attack
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   166
               else
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               if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) = 0 then
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                  Gear.Message:= Gear.Message and not gm_Attack
4
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   169
                  else begin
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                  if Gear.Power = 0 then
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                     begin
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                     AttackBar:= CurrentTeam.AttackBar;
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                     PlaySound(sndThrowPowerUp)
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   174
                     end;
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                  inc(Gear.Power)
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                  end
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            end
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      else Gear.Message:= Gear.Message and not gm_Attack;
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   179
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if ((Gear.State and gstAttacking) <> 0) and ((Gear.Message and gm_Attack) = 0) then
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   181
   begin
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   Attack(Gear);
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   StepTicks:= 40
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   184
   end;
4
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   185
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   186
if (Gear.State and gstFalling) <> 0 then
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   187
   begin
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b472e4b1a106 Fixed problem with hedgehog physics when turn is over and hedgehog is jumping
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   188
   // it could be the source to trick: double-backspace jump -> vertical wall
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   189
   // collision - > (abs(Gear.dX) < 0.0000002) -> backspace -> even more high jump
4
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   190
   if ((Gear.Message and gm_HJump) <> 0) and ((Gear.State and gstHHJumping) <> 0) then
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   191
      if (abs(Gear.dX) < 0.0000002) and (Gear.dY < -0.02) then
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   192
         begin
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   193
         Gear.dY:= -0.25;
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   194
         Gear.dX:= Sign(Gear.dX) * 0.02
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   195
         end;
7
b472e4b1a106 Fixed problem with hedgehog physics when turn is over and hedgehog is jumping
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   196
   Gear.Message:= Gear.Message and not (gm_LJump or gm_HJump);     
4
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   197
   if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   198
   Gear.X:= Gear.X + Gear.dX;
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   199
   Gear.dY:= Gear.dY + cGravity;
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   200
   if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0; 
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   201
   Gear.Y:= Gear.Y + Gear.dY;
68
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   202
   if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
4
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   203
      begin
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   204
      CheckHHDamage(Gear);
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   205
      if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
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   206
         and ((Gear.State and gstHHJumping) <> 0) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   207
      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
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b78e7185ed13 - Increased FPS
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   208
      StepTicks:= 300; 
4
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   209
      Gear.dY:= 0
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   210
      end;
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   211
   CheckGearDrowning(Gear);
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   212
   exit
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0e27949850e3 - Fixed bubble theme object
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   213
   end ;//else if Gear.CollIndex = High(Longword) then AddIntersectorsCR(Gear);
4
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   214
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   215
if StepTicks > 0 then dec(StepTicks);
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   216
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   217
if ((Gear.State and (gstMoving or gstFalling)) = 0) then
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   218
   if (Gear.Message and gm_Up    )<>0 then if Gear.Angle > 0         then dec(Gear.Angle)
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   219
      else else
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   220
   if (Gear.Message and gm_Down  )<>0 then if Gear.Angle < cMaxAngle then inc(Gear.Angle);
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diff changeset
   221
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   222
if ((Gear.State and (gstAttacking or gstMoving or gstFalling)) = 0)and(StepTicks = 0) then
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   223
   begin
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   224
   if ((Gear.Message and gm_LJump )<>0) then
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   225
      begin
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   226
      Gear.Message:= 0;
68
cbb93eb90304 Collision-related stuff
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   227
      if not TestCollisionYwithGear(Gear, -1) then
4
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   228
         if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
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   229
         if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
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   230
      if not (TestCollisionXwithGear(Gear, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   231
         or   TestCollisionYwithGear(Gear, -1)) then
4
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   232
         begin
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   233
         Gear.dY:= -0.15;
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   234
         Gear.dX:= Sign(Gear.dX) * 0.15;
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   235
         Gear.State:= Gear.State or gstFalling or gstHHJumping;
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   236
         exit
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   237
         end;
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   238
      end;
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   239
   if ((Gear.Message and gm_HJump )<>0) then
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   240
      begin
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   241
      Gear.Message:= 0;
68
cbb93eb90304 Collision-related stuff
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diff changeset
   242
      if not TestCollisionYwithGear(Gear, -1) then
4
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   243
         begin
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   244
         Gear.dY:= -0.20;
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   245
         Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   246
         Gear.X:= Gear.X - Sign(Gear.dX)*0.00008; // êîìïåíñàöèÿ ñäâèãà %)
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   247
         Gear.State:= Gear.State or gstFalling or gstHHJumping;
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   248
         exit
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   249
         end;
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   250
      end;
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   251
   if (Gear.Message and gm_Left  )<>0 then Gear.dX:= -1.0 else
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diff changeset
   252
   if (Gear.Message and gm_Right )<>0 then Gear.dX:=  1.0 else exit;
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   253
   PHedgehog(Gear.Hedgehog).visStepPos:= (PHedgehog(Gear.Hedgehog).visStepPos + 1) and 7;
42
72ffe21f027c - Fixed console behavior
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diff changeset
   254
   StepTicks:= cStepTicks;
4
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diff changeset
   255
   if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
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diff changeset
   256
      begin
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diff changeset
   257
      if not (TestCollisionXwithXYShift(Gear, 0, -6, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   258
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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unc0rr
parents: 1
diff changeset
   259
      if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   260
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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unc0rr
parents: 1
diff changeset
   261
      if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   262
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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unc0rr
parents: 1
diff changeset
   263
      if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   264
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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unc0rr
parents: 1
diff changeset
   265
      if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   266
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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unc0rr
parents: 1
diff changeset
   267
      if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 62
diff changeset
   268
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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diff changeset
   269
      end;
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diff changeset
   270
   if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.X:= Gear.X + Gear.dX;
62
c3eda0c68cd6 No more hedgehogs hung in air
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diff changeset
   271
   SetAllHHToActive;
37
2b7f2a43b999 - Properly get seed in net game
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diff changeset
   272
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   273
   if not TestCollisionYwithGear(Gear, 1) then
4
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diff changeset
   274
   begin
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   275
   Gear.Y:= Gear.Y + 1;
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   276
   if not TestCollisionYwithGear(Gear, 1) then
4
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diff changeset
   277
   begin
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   278
   Gear.Y:= Gear.Y + 1;
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   279
   if not TestCollisionYwithGear(Gear, 1) then
4
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diff changeset
   280
   begin
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   281
   Gear.Y:= Gear.Y + 1;
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   282
   if not TestCollisionYwithGear(Gear, 1) then
4
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diff changeset
   283
   begin
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   284
   Gear.Y:= Gear.Y + 1;
68
cbb93eb90304 Collision-related stuff
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diff changeset
   285
   if not TestCollisionYwithGear(Gear, 1) then
4
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diff changeset
   286
   begin
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diff changeset
   287
   Gear.Y:= Gear.Y + 1;
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   288
   if not TestCollisionYwithGear(Gear, 1) then
4
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unc0rr
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   begin
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   Gear.Y:= Gear.Y + 1;
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   if not TestCollisionYwithGear(Gear, 1) then
4
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      begin
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      Gear.Y:= Gear.Y - 6;
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      Gear.dY:= 0;
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      Gear.dX:= 0.0000001 * Sign(Gear.dX);
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      Gear.State:= Gear.State or gstFalling
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      end;
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   end
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   end
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   end
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   end
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   end
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   end
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   end
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end;
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////////////////////////////////////////////////////////////////////////////////
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procedure doStepHedgehogFree(Gear: PGear);
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begin
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//DeleteCI(Gear);
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if not TestCollisionYwithGear(Gear, 1) then
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   begin
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   if (Gear.dY < 0) and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
4
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   Gear.State:= Gear.State or gstFalling or gstMoving;
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   Gear.dY:= Gear.dY + cGravity
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   end else begin
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   CheckHHDamage(Gear);
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   if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
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      and ((Gear.State and gstHHJumping) <> 0) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
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   if Gear.dY > 0    then Gear.dY:= 0;
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   if ((Gear.State and gstMoving) <> 0) then Gear.dX:= Gear.dX * Gear.Friction
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   end;
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if (Gear.State <> 0) then DeleteCI(Gear);
4
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if (Gear.State and gstMoving) <> 0 then
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   if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
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      if ((Gear.State and gstFalling) = 0) then
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         if abs(Gear.dX) > 0.01 then
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            if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then begin Gear.dX:= Gear.dX * 0.90; Gear.Y:= Gear.Y - 1 end else
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            if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then begin Gear.dX:= Gear.dX * 0.88; Gear.Y:= Gear.Y - 2 end else
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            if not TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX)) then begin Gear.dX:= Gear.dX * 0.84; Gear.Y:= Gear.Y - 3 end else
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            if not TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX)) then begin Gear.dX:= Gear.dX * 0.81; Gear.Y:= Gear.Y - 4 end else
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            if not TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX)) then begin Gear.dX:= Gear.dX * 0.78; Gear.Y:= Gear.Y - 5 end else
4
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            if abs(Gear.dX) > 0.02 then Gear.dX:= -0.5 * Gear.dX
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                                   else begin
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                                        Gear.State:= Gear.State and not gstMoving;
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                                        Gear.dX:= 0.0000001 * Sign(Gear.dX)
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                                        end
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                                   else begin
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                                        Gear.State:= Gear.State and not gstMoving;
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                                        Gear.dX:= 0.0000001 * Sign(Gear.dX)
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                                        end
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         else Gear.dX:= -0.8 * Gear.dX;
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if ((Gear.State and gstFalling) = 0)and
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   (sqr(Gear.dX) + sqr(Gear.dY) < 0.0008) then
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   begin
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   Gear.State:= Gear.State and not gstMoving;
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   Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   Gear.dY:= 0
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   end else Gear.State:= Gear.State or      gstMoving;
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   354
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if (Gear.State and gstMoving) <> 0 then
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   356
   begin
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   Gear.X:= Gear.X + Gear.dX;
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   Gear.Y:= Gear.Y + Gear.dY
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   end else
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   if Gear.Health = 0 then
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      begin
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   362
      if AllInactive then
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   363
         begin
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   364
         doMakeExplosion(round(Gear.X), round(Gear.Y), 30, EXPLAutoSound);
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   365
         AddGear(round(Gear.X), round(Gear.Y), gtGrave, 0).Hedgehog:= Gear.Hedgehog;
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   366
         DeleteGear(Gear);
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   367
         SetAllToActive
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   368
         end;
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b472e4b1a106 Fixed problem with hedgehog physics when turn is over and hedgehog is jumping
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   369
      AllInactive:= false;  
4
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      exit
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   371
      end;
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   372
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AllInactive:= false;
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   374
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   375
if (not CheckGearDrowning(Gear)) and
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   376
   ((Gear.State and gstMoving) = 0) then
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   377
      begin
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   378
      Gear.State:= 0;
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   379
      Gear.Active:= false;
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   380
      AddGearCI(Gear);
4
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   381
      exit
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   382
      end
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   383
end;
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   384
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   385
////////////////////////////////////////////////////////////////////////////////
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   386
procedure doStepHedgehog(Gear: PGear);
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   387
begin
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   388
if (Gear.Message and gm_Destroy) <> 0 then
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   389
   begin
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   390
   DeleteGear(Gear);
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   391
   exit
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   392
   end;
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   393
if (Gear.State and gstHHDriven) = 0 then doStepHedgehogFree(Gear)
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   394
                                    else doStepHedgehogDriven(Gear)
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   395
end;