equal
deleted
inserted
replaced
425 end; |
425 end; |
426 |
426 |
427 procedure DeleteGear(Gear: PGear); |
427 procedure DeleteGear(Gear: PGear); |
428 var team: PTeam; |
428 var team: PTeam; |
429 t,i: Longword; |
429 t,i: Longword; |
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430 k: boolean; |
430 begin |
431 begin |
431 DeleteCI(Gear); |
432 DeleteCI(Gear); |
432 |
433 |
433 if Gear^.Tex <> nil then |
434 if Gear^.Tex <> nil then |
434 begin |
435 begin |
456 team:= PHedgehog(Gear^.Hedgehog)^.Team; |
457 team:= PHedgehog(Gear^.Hedgehog)^.Team; |
457 if CurrentHedgehog^.Gear = Gear then |
458 if CurrentHedgehog^.Gear = Gear then |
458 FreeActionsList; // to avoid ThinkThread on drawned gear |
459 FreeActionsList; // to avoid ThinkThread on drawned gear |
459 |
460 |
460 if PHedgehog(Gear^.Hedgehog)^.King then |
461 if PHedgehog(Gear^.Hedgehog)^.King then |
|
462 begin |
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463 // are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough |
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464 k:= false; |
461 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
465 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
462 TeamGoneEffect(team^.Clan^.Teams[i]^); |
466 if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true; |
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467 if not k then |
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468 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
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469 TeamGoneEffect(team^.Clan^.Teams[i]^) |
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470 end; |
463 |
471 |
464 PHedgehog(Gear^.Hedgehog)^.Gear:= nil; |
472 PHedgehog(Gear^.Hedgehog)^.Gear:= nil; |
465 inc(KilledHHs); |
473 inc(KilledHHs); |
466 RecountTeamHealth(team) |
474 RecountTeamHealth(team) |
467 end; |
475 end; |