equal
deleted
inserted
replaced
424 AddGear:= gear; |
424 AddGear:= gear; |
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,k: Longword; |
430 k: boolean; |
|
431 begin |
430 begin |
432 DeleteCI(Gear); |
431 DeleteCI(Gear); |
433 |
432 |
434 if Gear^.Tex <> nil then |
433 if Gear^.Tex <> nil then |
435 begin |
434 begin |
459 FreeActionsList; // to avoid ThinkThread on drawned gear |
458 FreeActionsList; // to avoid ThinkThread on drawned gear |
460 |
459 |
461 if PHedgehog(Gear^.Hedgehog)^.King then |
460 if PHedgehog(Gear^.Hedgehog)^.King then |
462 begin |
461 begin |
463 // are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough |
462 // are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough |
464 k:= false; |
463 k:= 0; |
465 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
464 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
466 if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true; |
465 if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then inc(k); |
467 if not k then |
466 if k < 2 then // current dying king is count of 1 |
468 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
467 for i:= 0 to Pred(team^.Clan^.TeamsNumber) do |
469 TeamGoneEffect(team^.Clan^.Teams[i]^) |
468 TeamGoneEffect(team^.Clan^.Teams[i]^) |
470 end; |
469 end; |
471 |
470 |
472 PHedgehog(Gear^.Hedgehog)^.Gear:= nil; |
471 PHedgehog(Gear^.Hedgehog)^.Gear:= nil; |