--- a/hedgewars/GSHandlers.inc Sun Nov 11 16:53:16 2012 +0100
+++ b/hedgewars/GSHandlers.inc Sun Nov 11 17:15:19 2012 +0100
@@ -173,7 +173,7 @@
land: word;
begin
// clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
-{$IFNDEF WEB}
+{$IFNDEF WEBGL}
if Gear^.dX.Round > 2 then
Gear^.dX.QWordValue:= 8589934592;
if Gear^.dY.Round > 2 then
@@ -999,7 +999,8 @@
procedure doStepBulletWork(Gear: PGear);
var
- i, x, y: LongWord;
+ i: LongInt;
+ x, y: LongWord;
oX, oY: hwFloat;
VGear: PVisualGear;
begin
@@ -2741,6 +2742,7 @@
procedure doStepSeductionWork(Gear: PGear);
var i: LongInt;
hogs: PGearArrayS;
+ len: Integer;
begin
AllInactive := false;
hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
@@ -3513,7 +3515,9 @@
i: LongInt;
begin
AllInactive := false;
+ {$IFNDEF PAS2C}
Gear^.dX := Gear^.dX;
+ {$ENDIF}
doStepFallingGear(Gear);
// CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
@@ -4614,6 +4618,7 @@
resgear: PGear;
hh: PHedgehog;
i: LongInt;
+ len: Integer;
begin
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft);
@@ -4705,6 +4710,7 @@
var
graves: PGearArrayS;
i: LongInt;
+ len: Integer;
begin
AllInactive := false;
graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
@@ -5028,12 +5034,14 @@
A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though.
A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
*)
+
procedure doStepIceGun(Gear: PGear);
var
HHGear: PGear;
ndX, ndY: hwFloat;
i, t, gX, gY: LongInt;
hogs: PGearArrayS;
+ len: Integer;
begin
HHGear := Gear^.Hedgehog^.Gear;
if (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then