hedgewars/uGearsList.pas
changeset 16049 9be943326d9c
parent 15869 2839b68a3732
--- a/hedgewars/uGearsList.pas	Wed Aug 28 13:36:52 2024 +0200
+++ b/hedgewars/uGearsList.pas	Wed Aug 28 13:41:51 2024 +0200
@@ -22,6 +22,7 @@
 interface
 uses uFloat, uTypes, SDLh;
 
+procedure initializeGear(gear: PGear; X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord);
 function  AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
 function  AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;
 procedure DeleteGear(Gear: PGear);
@@ -167,6 +168,680 @@
 Gear^.PrevGear:= nil
 end;
 
+procedure initializeGear(gear: PGear; X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord);
+var cakeData: PCakeData;
+begin
+    FillChar(gear^, sizeof(TGear), 0);
+    gear^.X:= int2hwFloat(X);
+    gear^.Y:= int2hwFloat(Y);
+    gear^.Target.X:= NoPointX;
+    gear^.Kind := Kind;
+    gear^.State:= State;
+    gear^.Active:= true;
+    gear^.dX:= dX;
+    gear^.dY:= dY;
+    gear^.doStep:= doStepHandlers[Kind];
+    gear^.CollisionIndex:= -1;
+    gear^.Timer:= Timer;
+    if newUid = 0 then
+         gear^.uid:= GCounter
+    else gear^.uid:= newUid;
+    gear^.SoundChannel:= -1;
+    gear^.ImpactSound:= sndNone;
+    gear^.Density:= _1;
+    // Define ammo association, if any.
+    gear^.AmmoType:= GearKindAmmoTypeMap[Kind];
+    gear^.CollisionMask:= lfAll;
+    gear^.Tint:= $FFFFFFFF;
+    gear^.Data:= nil;
+    gear^.Sticky:= false;
+
+    if CurrentHedgehog <> nil then
+        begin
+        gear^.Hedgehog:= CurrentHedgehog;
+        if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then
+            gear^.CollisionMask:= lfNotCurHogCrate
+        end;
+
+    if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
+        gear^.Z:= cHHZ+1
+    else gear^.Z:= cUsualZ;
+
+    // set gstInBounceEdge if gear spawned inside the bounce world edge
+    if WorldEdge = weBounce then
+        if (hwRound(gear^.X) - Gear^.Radius < leftX) or (hwRound(gear^.X) + Gear^.Radius > rightX) then
+            case gear^.Kind of
+                // list all gears here that could collide with the bounce world edge
+                gtHedgehog,
+                gtFlame,
+                gtMine,
+                gtAirBomb,
+                gtDrill,
+                gtNapalmBomb,
+                gtCase,
+                gtAirMine,
+                gtExplosives,
+                gtGrenade,
+                gtShell,
+                gtBee,
+                gtDynamite,
+                gtClusterBomb,
+                gtMelonPiece,
+                gtCluster,
+                gtMortar,
+                gtKamikaze,
+                gtCake,
+                gtWatermelon,
+                gtGasBomb,
+                gtHellishBomb,
+                gtBall,
+                gtRCPlane,
+                gtSniperRifleShot,
+                gtShotgunShot,
+                gtDEagleShot,
+                gtSineGunShot,
+                gtMinigunBullet,
+                gtEgg,
+                gtPiano,
+                gtSMine,
+                gtSnowball,
+                gtKnife,
+                gtCreeper,
+                gtSentry,
+                gtMolotov,
+                gtFlake,
+                gtGrave,
+                gtPortal,
+                gtTarget:
+                gear^.State := gear^.State or gstInBounceEdge;
+            end;
+
+    case Kind of
+              gtFlame: Gear^.Boom := 2;  // some additional expl in there are x3, x4 this
+           gtHedgehog: Gear^.Boom := 30;
+               gtMine: Gear^.Boom := 50;
+               gtCase: Gear^.Boom := 25;
+            gtAirMine: Gear^.Boom := 30;
+         gtExplosives: Gear^.Boom := 75;
+            gtGrenade: Gear^.Boom := 50;
+              gtShell: Gear^.Boom := 50;
+                gtBee: Gear^.Boom := 50;
+        gtShotgunShot: Gear^.Boom := 25;
+         gtPickHammer: Gear^.Boom := 6;
+    //           gtRope: Gear^.Boom := 2; could be funny to have rope attaching to hog deal small amount of dmg?
+         gtDEagleShot: Gear^.Boom := 7;
+           gtDynamite: Gear^.Boom := 75;
+        gtClusterBomb: Gear^.Boom := 20;
+         gtMelonPiece,
+            gtCluster: Gear^.Boom := Timer;
+             gtShover: Gear^.Boom := 30;
+          gtFirePunch: Gear^.Boom := 30;
+            gtAirBomb: Gear^.Boom := 30;
+          gtBlowTorch: Gear^.Boom := 2;
+             gtMortar: Gear^.Boom := 20;
+               gtWhip: Gear^.Boom := 30;
+           gtKamikaze: Gear^.Boom := 30; // both shove and explosion
+               gtCake: Gear^.Boom := cakeDmg; // why is cake damage a global constant
+         gtWatermelon: Gear^.Boom := 75;
+        gtHellishBomb: Gear^.Boom := 90;
+              gtDrill: if Gear^.State and gsttmpFlag = 0 then
+                            Gear^.Boom := 50
+                       else Gear^.Boom := 30;
+               gtBall: Gear^.Boom := 40;
+            gtRCPlane: Gear^.Boom := 25;
+    // sniper rifle is distance linked, this Boom is just an arbitrary scaling factor applied to timer-based-damage
+    // because, eh, why not..
+    gtSniperRifleShot: Gear^.Boom := 100000;
+                gtEgg: Gear^.Boom := 10;
+              gtPiano: Gear^.Boom := 80;
+            gtGasBomb: Gear^.Boom := 20;
+        gtSineGunShot: Gear^.Boom := 35;
+              gtSMine: Gear^.Boom := 30;
+        gtSnowball: Gear^.Boom := 200000; // arbitrary scaling for the shove
+             gtHammer: if cDamageModifier > _1 then // scale it based on cDamageModifier?
+                             Gear^.Boom := 2
+                        else Gear^.Boom := 3;
+        gtPoisonCloud: Gear^.Boom := 20;
+              gtKnife: Gear^.Boom := 40000; // arbitrary scaling factor since impact-based
+            gtCreeper: Gear^.Boom := 100;
+      gtMinigunBullet: Gear^.Boom := 2;
+             gtSentry: Gear^.Boom := 40;
+        end;
+
+    case Kind of
+         gtGrenade,
+         gtClusterBomb,
+         gtGasBomb: begin
+                    gear^.ImpactSound:= sndGrenadeImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 5;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    gear^.Density:= _1_5;
+                    gear^.RenderTimer:= true;
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 3000
+                    end;
+      gtWatermelon: begin
+                    gear^.ImpactSound:= sndMelonImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 6;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _2;
+                    gear^.RenderTimer:= true;
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 3000
+                    end;
+      gtMelonPiece: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Density:= _2;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_995;
+                    gear^.Radius:= 4
+                    end;
+        gtHedgehog: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= cHHRadius;
+                    gear^.Elasticity:= _0_35;
+                    gear^.Friction:= _0_999;
+                    gear^.Angle:= cMaxAngle div 2;
+                    gear^.Density:= _3;
+                    gear^.Z:= cHHZ;
+                    if (GameFlags and gfAISurvival) <> 0 then
+                        if gear^.Hedgehog^.BotLevel > 0 then
+                            gear^.Hedgehog^.Effects[heResurrectable] := 1;
+                    if (GameFlags and gfArtillery) <> 0 then
+                        gear^.Hedgehog^.Effects[heArtillery] := 1;
+                    // this would presumably be set in the frontend
+                    // if we weren't going to do that yet, would need to reinit GetRandom
+                    // oh, and, randomising slightly R and B might be nice too.
+                    //gear^.Tint:= $fa00efff or ((random(80)+128) shl 16)
+                    //gear^.Tint:= $faa4efff
+                    //gear^.Tint:= (($e0+random(32)) shl 24) or
+                    //             ((random(80)+128) shl 16) or
+                    //             (($d5+random(32)) shl 8) or $ff
+                    {c:= GetRandom(32);
+                    gear^.Tint:= (($e0+c) shl 24) or
+                                 ((GetRandom(90)+128) shl 16) or
+                                 (($d5+c) shl 8) or $ff}
+                    end;
+       gtParachute: begin
+                    gear^.Tag:= 1; // hog face dir. 1 = right, -1 = left
+                    gear^.Z:= cCurrHHZ;
+                    end;
+           gtShell: begin
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    gear^.Radius:= 4;
+                    gear^.Density:= _1;
+                    gear^.AdvBounce:= 1;
+                    end;
+           gtSnowball: begin
+                    gear^.ImpactSound:= sndMudballImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 4;
+                    gear^.Density:= _0_5;
+                    gear^.AdvBounce:= 1;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    end;
+
+         gtFlake: begin
+                    with Gear^ do
+                        begin
+                        Pos:= 0;
+                        Radius:= 1;
+                        DirAngle:= random(360);
+                        Sticky:= true;
+                        if State and gstTmpFlag = 0 then
+                            begin
+                            dx.isNegative:= GetRandom(2) = 0;
+                            dx.QWordValue:= QWord($40DA) * GetRandom(10000) * 8;
+                            dy.isNegative:= false;
+                            dy.QWordValue:= QWord($3AD3) * GetRandom(7000) * 8;
+                            if GetRandom(2) = 0 then
+                                dx := -dx;
+                            Tint:= $FFFFFFFF
+                            end
+                        else
+                            Tint:= (ExplosionBorderColor shr RShift and $FF shl 24) or
+                                   (ExplosionBorderColor shr GShift and $FF shl 16) or
+                                   (ExplosionBorderColor shr BShift and $FF shl 8) or $FF;
+                        State:= State or gstInvisible;
+                        // use health field to store current frameticks
+                        if vobFrameTicks > 0 then
+                            Health:= random(vobFrameTicks)
+                        else
+                            Health:= 0;
+                        // use timer to store currently displayed frame index
+                        if gear^.Timer = 0 then Timer:= random(vobFramesCount);
+                        Damage:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) * 8
+                        end
+                    end;
+           gtGrave: begin
+                    gear^.ImpactSound:= sndGraveImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 10;
+                    gear^.Elasticity:= _0_6;
+                    gear^.Z:= 1;
+                    end;
+             gtBee: begin
+                    gear^.Radius:= 5;
+                    if gear^.Timer = 0 then gear^.Timer:= 500;
+                    gear^.RenderTimer:= true;
+                    gear^.Elasticity:= _0_9;
+                    gear^.Tag:= 0;
+                    gear^.State:= Gear^.State or gstSubmersible
+                    end;
+       gtSeduction: begin
+                    gear^.Radius:= cSeductionDist;
+                    end;
+     gtShotgunShot: begin
+                    if gear^.Timer = 0 then gear^.Timer:= 900;
+                    gear^.Radius:= 2
+                    end;
+      gtPickHammer: begin
+                    gear^.Radius:= 10;
+                    if gear^.Timer = 0 then gear^.Timer:= 4000
+                    end;
+       gtHammerHit: begin
+                    gear^.Radius:= 8;
+                    if gear^.Timer = 0 then gear^.Timer:= 125
+                    end;
+            gtRope: begin
+                    gear^.Radius:= 3;
+                    gear^.Friction:= _450 * _0_01 * cRopePercent;
+                    RopePoints.Count:= 0;
+                    gear^.Tint:= $D8D8D8FF;
+                    gear^.Tag:= 0; // normal rope render
+                    gear^.CollisionMask:= lfNotCurHogCrate //lfNotObjMask or lfNotHHObjMask;
+                    end;
+            gtMine: begin
+                    gear^.ImpactSound:= sndMineImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Health:= 10;
+                    gear^.State:= gear^.State or gstMoving;
+                    gear^.Radius:= 2;
+                    gear^.Elasticity:= _0_55;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _1;
+                    if gear^.Timer = 0 then
+                        begin
+                        if cMinesTime < 0 then
+                            begin
+                            gear^.Timer:= getrandom(51)*100;
+                            gear^.Karma:= 1;
+                            end
+                        else
+                            gear^.Timer:= cMinesTime;
+                        end;
+                    gear^.RenderTimer:= true;
+                    end;
+         gtAirMine: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.ImpactSound:= sndAirMineImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Health:= 30;
+                    gear^.State:= gear^.State or gstMoving or gstNoGravity or gstSubmersible;
+                    gear^.Radius:= 8;
+                    gear^.Elasticity:= _0_55;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _1;
+                    gear^.Angle:= 175; // Radius at which air bombs will start "seeking". $FFFFFFFF = unlimited. check is skipped.
+                    gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
+                    gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
+                    gear^.Tag:= 0;
+                    if gear^.Timer = 0 then
+                        begin
+                        if cMinesTime < 0 then
+                            begin
+                            gear^.Timer:= getrandom(13)*100;
+                            gear^.Karma:= 1;
+                            end
+                        else
+                            gear^.Timer:= cMinesTime div 4;
+                        end;
+                    gear^.RenderTimer:= true;
+                    gear^.WDTimer:= gear^.Timer
+                    end;
+           gtSMine: begin
+                    gear^.Health:= 10;
+                    gear^.State:= gear^.State or gstMoving;
+                    gear^.Radius:= 2;
+                    gear^.Elasticity:= _0_55;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _1_6;
+                    gear^.AdvBounce:= 1;
+                    gear^.Sticky:= true;
+                    if gear^.Timer = 0 then gear^.Timer:= 500;
+                    gear^.RenderTimer:= true;
+                    end;
+           gtKnife: begin
+                    gear^.ImpactSound:= sndKnifeImpact;
+                    gear^.AdvBounce:= 1;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    gear^.Density:= _4;
+                    gear^.Radius:= 7;
+                    gear^.Sticky:= true;
+                    end;
+            gtCase: begin
+                    gear^.ImpactSound:= sndCaseImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 16;
+                    gear^.Elasticity:= _0_3;
+                    if gear^.Timer = 0 then gear^.Timer:= 500
+                    end;
+      gtExplosives: begin
+                    gear^.AdvBounce:= 1;
+                    if GameType in [gmtDemo, gmtRecord] then
+                        gear^.RenderHealth:= true;
+                    gear^.ImpactSound:= sndGrenadeImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 16;
+                    gear^.Elasticity:= _0_4;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _6;
+                    gear^.Health:= cBarrelHealth;
+                    gear^.Z:= cHHZ-1
+                    end;
+      gtDEagleShot: begin
+                    gear^.Radius:= 1;
+                    gear^.Health:= 50;
+                    gear^.Data:= nil;
+                    end;
+      gtSniperRifleShot: begin
+                    gear^.Radius:= 1;
+                    gear^.Health:= 50
+                    end;
+        gtDynamite: begin
+                    gear^.ImpactSound:= sndDynamiteImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 3;
+                    gear^.Elasticity:= _0_55;
+                    gear^.Friction:= _0_03;
+                    gear^.Density:= _2;
+                    if gear^.Timer = 0 then gear^.Timer:= 5000;
+                    end;
+         gtCluster: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    gear^.Radius:= 2;
+                    gear^.Density:= _1_5;
+                    gear^.RenderTimer:= true
+                    end;
+          gtShover: begin
+                    gear^.Radius:= 20;
+                    gear^.Tag:= 0;
+                    gear^.Timer:= 50;
+                    end;
+           gtFlame: begin
+                    gear^.Tag:= GetRandom(32);
+                    gear^.Radius:= 1;
+                    gear^.Health:= 5;
+                    gear^.Density:= _1;
+                    gear^.FlightTime:= 9999999; // determines whether in-air flames do damage. disabled by default
+                    if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
+                        begin
+                        gear^.dY:= (getrandomf - _0_8) * _0_03;
+                        gear^.dX:= (getrandomf - _0_5) * _0_4
+                        end
+                    end;
+       gtFirePunch: begin
+                    if gear^.Timer = 0 then gear^.Timer:= 3000;
+                    gear^.Radius:= 15;
+                    gear^.Tag:= Y
+                    end;
+       gtAirAttack: begin
+                    gear^.Health:= 6;
+                    gear^.Damage:= 30;
+                    gear^.Z:= cHHZ+2;
+                    gear^.Karma:= 0; // for sound effect: 0 = normal, 1 = underwater
+                    gear^.Radius:= 150;
+                    gear^.FlightTime:= 0; // for timeout in weWrap
+                    gear^.Power:= 0; // count number of wraps in weWrap
+                    gear^.WDTimer:= 0; // number of required wraps
+                    gear^.Density:= _19;
+                    gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
+                    end;
+         gtAirBomb: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 5;
+                    gear^.Density:= _2;
+                    gear^.Elasticity:= _0_55;
+                    gear^.Friction:= _0_995
+                    end;
+       gtBlowTorch: begin
+                    gear^.Radius:= cHHRadius + cBlowTorchC - 1;
+                    if gear^.Timer = 0 then gear^.Timer:= 7500
+                    end;
+        gtSwitcher: begin
+                    gear^.Z:= cCurrHHZ
+                    end;
+          gtTarget: begin
+                    gear^.ImpactSound:= sndGrenadeImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 10;
+                    gear^.Elasticity:= _0_3;
+                    end;
+          gtTardis: begin
+                    gear^.Pos:= 1; // tardis phase
+                    gear^.Tag:= 0; // 1 = hedgehog died, disappeared, took damage or moved
+                    gear^.Z:= cCurrHHZ+1;
+                    end;
+          gtMortar: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 4;
+                    gear^.Elasticity:= _0_2;
+                    gear^.Friction:= _0_08;
+                    gear^.Density:= _1;
+                    end;
+            gtWhip: gear^.Radius:= 20;
+          gtHammer: gear^.Radius:= 20;
+        gtKamikaze: begin
+                    gear^.Health:= 2048;
+                    gear^.Radius:= 20
+                    end;
+            gtCake: begin
+                    gear^.Health:= 2048;
+                    gear^.Radius:= 7;
+                    gear^.Z:= cOnHHZ;
+                    gear^.RenderTimer:= false;
+                    gear^.DirAngle:= -90 * hwSign(Gear^.dX);
+                    gear^.FlightTime:= 100; // (roughly) ticks spent dropping, used to skip getting up anim when stuck.
+                                            // Initially set to a high value so cake has at least one getting up anim.
+                    if not dX.isNegative then
+                        gear^.Angle:= 1
+                    else
+                        gear^.Angle:= 3;
+                    New(cakeData);
+                    gear^.Data:= Pointer(cakeData);
+                    end;
+     gtHellishBomb: begin
+                    gear^.ImpactSound:= sndHellishImpact1;
+                    gear^.nImpactSounds:= 4;
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 4;
+                    gear^.Elasticity:= _0_5;
+                    gear^.Friction:= _0_96;
+                    gear^.Density:= _1_5;
+                    gear^.RenderTimer:= true;
+                    if gear^.Timer = 0 then gear^.Timer:= 5000
+                    end;
+           gtDrill: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 5000;
+                    // Tag for drill strike. if 1 then first impact occured already
+                    gear^.Tag := 0;
+                    // Pos for state. If 1, drill is drilling
+                    gear^.Pos := 0;
+                    gear^.Radius:= 4;
+                    gear^.Density:= _1;
+                    end;
+            gtBall: begin
+                    gear^.ImpactSound:= sndGrenadeImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 5;
+                    gear^.Tag:= random(8);
+                    if gear^.Timer = 0 then gear^.Timer:= 5000;
+                    gear^.Elasticity:= _0_7;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _1_5;
+                    end;
+         gtBallgun: begin
+                    if gear^.Timer = 0 then gear^.Timer:= 5001;
+                    end;
+         gtRCPlane: begin
+                    if gear^.Timer = 0 then gear^.Timer:= 15000;
+                    gear^.Health:= 3;
+                    gear^.Radius:= 8;
+                    gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
+                    end;
+         gtJetpack: begin
+                    gear^.Health:= 2000;
+                    gear^.Damage:= 100;
+                    gear^.State:= Gear^.State or gstSubmersible
+                    end;
+         gtMolotov: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 6;
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    gear^.Density:= _2
+                    end;
+           gtBirdy: begin
+                    gear^.Radius:= 16; // todo: check
+                    gear^.Health := 2000;
+                    gear^.FlightTime := 2;
+                    gear^.Z:= cCurrHHZ;
+                    end;
+             gtEgg: begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 4;
+                    gear^.Elasticity:= _0_6;
+                    gear^.Friction:= _0_96;
+                    gear^.Density:= _1;
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 3000
+                    end;
+          gtPortal: begin
+                    gear^.ImpactSound:= sndMelonImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Radius:= 17;
+                    // set color
+                    gear^.Tag:= 2 * gear^.Timer;
+                    gear^.Timer:= 15000;
+                    gear^.RenderTimer:= false;
+                    gear^.Health:= 100;
+                    gear^.Sticky:= true;
+                    end;
+           gtPiano: begin
+                    gear^.Radius:= 32;
+                    gear^.Density:= _50;
+                    end;
+     gtSineGunShot: begin
+                    gear^.Radius:= 5;
+                    gear^.Health:= 6000;
+                    end;
+    gtFlamethrower: begin
+                    gear^.Tag:= 10;
+                    if gear^.Timer = 0 then gear^.Timer:= 10;
+                    gear^.Health:= 500;
+                    gear^.Damage:= 100;
+                    end;
+         gtLandGun: begin
+                    gear^.Tag:= 10;
+                    if gear^.Timer = 0 then gear^.Timer:= 10;
+                    gear^.Health:= 1000;
+                    gear^.Damage:= 100;
+                    end;
+     gtPoisonCloud: begin
+                    if gear^.Timer = 0 then gear^.Timer:= 5000;
+                    gear^.WDTimer:= gear^.Timer; // initial timer
+                    gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
+                    gear^.Tint:= $C0C000C0
+                    end;
+     gtResurrector: begin
+                    gear^.Radius := cResurrectorDist;
+                    gear^.Tag := 0;
+                    gear^.Tint:= $F5DB35FF
+                    end;
+         gtWaterUp: begin
+                    gear^.Tag := 47;
+                    end;
+      gtNapalmBomb: begin
+                    gear^.Elasticity:= _0_8;
+                    gear^.Friction:= _0_8;
+                    if gear^.Timer = 0 then gear^.Timer:= 1000;
+                    gear^.Radius:= 5;
+                    gear^.Density:= _1_5;
+                    end;
+          gtIceGun: begin
+                    gear^.Health:= 1000;
+                    gear^.Radius:= 8;
+                    gear^.Density:= _0;
+                    gear^.Tag:= 0; // sound state: 0 = no sound, 1 = ice beam sound, 2 = idle sound
+                    end;
+         gtCreeper: begin
+                    // TODO: Finish creeper initialization implementation
+                    gear^.Radius:= cHHRadius;
+                    gear^.Elasticity:= _0_35;
+                    gear^.Friction:= _0_93;
+                    gear^.Density:= _5;
+
+                    gear^.AdvBounce:= 1;
+                    gear^.ImpactSound:= sndAirMineImpact;
+                    gear^.nImpactSounds:= 1;
+                    gear^.Health:= 30;
+                    gear^.Radius:= 8;
+                    gear^.Angle:= 175; // Radius at which it will start "seeking". $FFFFFFFF = unlimited. check is skipped.
+                    gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
+                    gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 5000;
+                    gear^.WDTimer:= gear^.Timer
+                    end;
+         gtMinigun: begin
+                    // Timer. First, it's the timer before shooting. Then it will become the shooting timer and is set to Karma
+                    if gear^.Timer = 0 then
+                        gear^.Timer:= 601;
+                    // minigun shooting time. 1 bullet is fired every 50ms
+                    gear^.Karma:= 3451;
+                    end;
+     gtMinigunBullet: begin
+                    gear^.Radius:= 1;
+                    gear^.Health:= 2;
+                    gear^.Karma:= 5; //impact radius
+                    gear^.Pos:= 0; //uses non-global hit order
+                    gear^.Data:= nil;
+                    end;
+            gtSentry: begin
+                    gear^.Radius:= cHHRadius;
+                    gear^.Health:= cSentryHealth;
+                    gear^.Friction:= _0_999;
+                    gear^.Elasticity:= _0_35;
+                    gear^.Density:= _3;
+                    gear^.Tag:= 0;
+                    gear^.Timer:= 1000;
+                    gear^.WDTimer:= 0;
+                    end;
+    gtGenericFaller:begin
+                    gear^.AdvBounce:= 1;
+                    gear^.Radius:= 1;
+                    gear^.Elasticity:= _0_9;
+                    gear^.Friction:= _0_995;
+                    gear^.Density:= _1;
+                    end;
+        end;
+end;
 
 function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
 begin
@@ -175,685 +850,15 @@
 function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;
 var gear: PGear;
     //c: byte;
-    cakeData: PCakeData;
 begin
 if newUid = 0 then
     inc(GCounter);
 
 AddFileLog('AddGear: #' + inttostr(GCounter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
 
-
 New(gear);
-FillChar(gear^, sizeof(TGear), 0);
-gear^.X:= int2hwFloat(X);
-gear^.Y:= int2hwFloat(Y);
-gear^.Target.X:= NoPointX;
-gear^.Kind := Kind;
-gear^.State:= State;
-gear^.Active:= true;
-gear^.dX:= dX;
-gear^.dY:= dY;
-gear^.doStep:= doStepHandlers[Kind];
-gear^.CollisionIndex:= -1;
-gear^.Timer:= Timer;
-if newUid = 0 then
-     gear^.uid:= GCounter
-else gear^.uid:= newUid;
-gear^.SoundChannel:= -1;
-gear^.ImpactSound:= sndNone;
-gear^.Density:= _1;
-// Define ammo association, if any.
-gear^.AmmoType:= GearKindAmmoTypeMap[Kind];
-gear^.CollisionMask:= lfAll;
-gear^.Tint:= $FFFFFFFF;
-gear^.Data:= nil;
-gear^.Sticky:= false;
-
-if CurrentHedgehog <> nil then
-    begin
-    gear^.Hedgehog:= CurrentHedgehog;
-    if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then
-        gear^.CollisionMask:= lfNotCurHogCrate
-    end;
-
-if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
-    gear^.Z:= cHHZ+1
-else gear^.Z:= cUsualZ;
-
-// set gstInBounceEdge if gear spawned inside the bounce world edge
-if WorldEdge = weBounce then
-    if (hwRound(gear^.X) - Gear^.Radius < leftX) or (hwRound(gear^.X) + Gear^.Radius > rightX) then
-        case gear^.Kind of
-            // list all gears here that could collide with the bounce world edge
-            gtHedgehog,
-            gtFlame,
-            gtMine,
-            gtAirBomb,
-            gtDrill,
-            gtNapalmBomb,
-            gtCase,
-            gtAirMine,
-            gtExplosives,
-            gtGrenade,
-            gtShell,
-            gtBee,
-            gtDynamite,
-            gtClusterBomb,
-            gtMelonPiece,
-            gtCluster,
-            gtMortar,
-            gtKamikaze,
-            gtCake,
-            gtWatermelon,
-            gtGasBomb,
-            gtHellishBomb,
-            gtBall,
-            gtRCPlane,
-            gtSniperRifleShot,
-            gtShotgunShot,
-            gtDEagleShot,
-            gtSineGunShot,
-            gtMinigunBullet,
-            gtEgg,
-            gtPiano,
-            gtSMine,
-            gtSnowball,
-            gtKnife,
-            gtCreeper,
-            gtSentry,
-            gtMolotov,
-            gtFlake,
-            gtGrave,
-            gtPortal,
-            gtTarget:
-            gear^.State := gear^.State or gstInBounceEdge;
-        end;
-
-case Kind of
-          gtFlame: Gear^.Boom := 2;  // some additional expl in there are x3, x4 this
-       gtHedgehog: Gear^.Boom := 30;
-           gtMine: Gear^.Boom := 50;
-           gtCase: Gear^.Boom := 25;
-        gtAirMine: Gear^.Boom := 30;
-     gtExplosives: Gear^.Boom := 75;
-        gtGrenade: Gear^.Boom := 50;
-          gtShell: Gear^.Boom := 50;
-            gtBee: Gear^.Boom := 50;
-    gtShotgunShot: Gear^.Boom := 25;
-     gtPickHammer: Gear^.Boom := 6;
-//           gtRope: Gear^.Boom := 2; could be funny to have rope attaching to hog deal small amount of dmg?
-     gtDEagleShot: Gear^.Boom := 7;
-       gtDynamite: Gear^.Boom := 75;
-    gtClusterBomb: Gear^.Boom := 20;
-     gtMelonPiece,
-        gtCluster: Gear^.Boom := Timer;
-         gtShover: Gear^.Boom := 30;
-      gtFirePunch: Gear^.Boom := 30;
-        gtAirBomb: Gear^.Boom := 30;
-      gtBlowTorch: Gear^.Boom := 2;
-         gtMortar: Gear^.Boom := 20;
-           gtWhip: Gear^.Boom := 30;
-       gtKamikaze: Gear^.Boom := 30; // both shove and explosion
-           gtCake: Gear^.Boom := cakeDmg; // why is cake damage a global constant
-     gtWatermelon: Gear^.Boom := 75;
-    gtHellishBomb: Gear^.Boom := 90;
-          gtDrill: if Gear^.State and gsttmpFlag = 0 then
-                        Gear^.Boom := 50
-                   else Gear^.Boom := 30;
-           gtBall: Gear^.Boom := 40;
-        gtRCPlane: Gear^.Boom := 25;
-// sniper rifle is distance linked, this Boom is just an arbitrary scaling factor applied to timer-based-damage
-// because, eh, why not..
-gtSniperRifleShot: Gear^.Boom := 100000;
-            gtEgg: Gear^.Boom := 10;
-          gtPiano: Gear^.Boom := 80;
-        gtGasBomb: Gear^.Boom := 20;
-    gtSineGunShot: Gear^.Boom := 35;
-          gtSMine: Gear^.Boom := 30;
-    gtSnowball: Gear^.Boom := 200000; // arbitrary scaling for the shove
-         gtHammer: if cDamageModifier > _1 then // scale it based on cDamageModifier?
-                         Gear^.Boom := 2
-                    else Gear^.Boom := 3;
-    gtPoisonCloud: Gear^.Boom := 20;
-          gtKnife: Gear^.Boom := 40000; // arbitrary scaling factor since impact-based
-        gtCreeper: Gear^.Boom := 100;
-  gtMinigunBullet: Gear^.Boom := 2;
-         gtSentry: Gear^.Boom := 40;
-    end;
-
-case Kind of
-     gtGrenade,
-     gtClusterBomb,
-     gtGasBomb: begin
-                gear^.ImpactSound:= sndGrenadeImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 5;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                gear^.Density:= _1_5;
-                gear^.RenderTimer:= true;
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 3000
-                end;
-  gtWatermelon: begin
-                gear^.ImpactSound:= sndMelonImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 6;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _2;
-                gear^.RenderTimer:= true;
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 3000
-                end;
-  gtMelonPiece: begin
-                gear^.AdvBounce:= 1;
-                gear^.Density:= _2;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_995;
-                gear^.Radius:= 4
-                end;
-    gtHedgehog: begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= cHHRadius;
-                gear^.Elasticity:= _0_35;
-                gear^.Friction:= _0_999;
-                gear^.Angle:= cMaxAngle div 2;
-                gear^.Density:= _3;
-                gear^.Z:= cHHZ;
-                if (GameFlags and gfAISurvival) <> 0 then
-                    if gear^.Hedgehog^.BotLevel > 0 then
-                        gear^.Hedgehog^.Effects[heResurrectable] := 1;
-                if (GameFlags and gfArtillery) <> 0 then
-                    gear^.Hedgehog^.Effects[heArtillery] := 1;
-                // this would presumably be set in the frontend
-                // if we weren't going to do that yet, would need to reinit GetRandom
-                // oh, and, randomising slightly R and B might be nice too.
-                //gear^.Tint:= $fa00efff or ((random(80)+128) shl 16)
-                //gear^.Tint:= $faa4efff
-                //gear^.Tint:= (($e0+random(32)) shl 24) or
-                //             ((random(80)+128) shl 16) or
-                //             (($d5+random(32)) shl 8) or $ff
-                {c:= GetRandom(32);
-                gear^.Tint:= (($e0+c) shl 24) or
-                             ((GetRandom(90)+128) shl 16) or
-                             (($d5+c) shl 8) or $ff}
-                end;
-   gtParachute: begin
-                gear^.Tag:= 1; // hog face dir. 1 = right, -1 = left
-                gear^.Z:= cCurrHHZ;
-                end;
-       gtShell: begin
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                gear^.Radius:= 4;
-                gear^.Density:= _1;
-                gear^.AdvBounce:= 1;
-                end;
-       gtSnowball: begin
-                gear^.ImpactSound:= sndMudballImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 4;
-                gear^.Density:= _0_5;
-                gear^.AdvBounce:= 1;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                end;
 
-     gtFlake: begin
-                with Gear^ do
-                    begin
-                    Pos:= 0;
-                    Radius:= 1;
-                    DirAngle:= random(360);
-                    Sticky:= true;
-                    if State and gstTmpFlag = 0 then
-                        begin
-                        dx.isNegative:= GetRandom(2) = 0;
-                        dx.QWordValue:= QWord($40DA) * GetRandom(10000) * 8;
-                        dy.isNegative:= false;
-                        dy.QWordValue:= QWord($3AD3) * GetRandom(7000) * 8;
-                        if GetRandom(2) = 0 then
-                            dx := -dx;
-                        Tint:= $FFFFFFFF
-                        end
-                    else
-                        Tint:= (ExplosionBorderColor shr RShift and $FF shl 24) or
-                               (ExplosionBorderColor shr GShift and $FF shl 16) or
-                               (ExplosionBorderColor shr BShift and $FF shl 8) or $FF;
-                    State:= State or gstInvisible;
-                    // use health field to store current frameticks
-                    if vobFrameTicks > 0 then
-                        Health:= random(vobFrameTicks)
-                    else
-                        Health:= 0;
-                    // use timer to store currently displayed frame index
-                    if gear^.Timer = 0 then Timer:= random(vobFramesCount);
-                    Damage:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) * 8
-                    end
-                end;
-       gtGrave: begin
-                gear^.ImpactSound:= sndGraveImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 10;
-                gear^.Elasticity:= _0_6;
-                gear^.Z:= 1;
-                end;
-         gtBee: begin
-                gear^.Radius:= 5;
-                if gear^.Timer = 0 then gear^.Timer:= 500;
-                gear^.RenderTimer:= true;
-                gear^.Elasticity:= _0_9;
-                gear^.Tag:= 0;
-                gear^.State:= Gear^.State or gstSubmersible
-                end;
-   gtSeduction: begin
-                gear^.Radius:= cSeductionDist;
-                end;
- gtShotgunShot: begin
-                if gear^.Timer = 0 then gear^.Timer:= 900;
-                gear^.Radius:= 2
-                end;
-  gtPickHammer: begin
-                gear^.Radius:= 10;
-                if gear^.Timer = 0 then gear^.Timer:= 4000
-                end;
-   gtHammerHit: begin
-                gear^.Radius:= 8;
-                if gear^.Timer = 0 then gear^.Timer:= 125
-                end;
-        gtRope: begin
-                gear^.Radius:= 3;
-                gear^.Friction:= _450 * _0_01 * cRopePercent;
-                RopePoints.Count:= 0;
-                gear^.Tint:= $D8D8D8FF;
-                gear^.Tag:= 0; // normal rope render
-                gear^.CollisionMask:= lfNotCurHogCrate //lfNotObjMask or lfNotHHObjMask;
-                end;
-        gtMine: begin
-                gear^.ImpactSound:= sndMineImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Health:= 10;
-                gear^.State:= gear^.State or gstMoving;
-                gear^.Radius:= 2;
-                gear^.Elasticity:= _0_55;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _1;
-                if gear^.Timer = 0 then
-                    begin
-                    if cMinesTime < 0 then
-                        begin
-                        gear^.Timer:= getrandom(51)*100;
-                        gear^.Karma:= 1;
-                        end
-                    else
-                        gear^.Timer:= cMinesTime;
-                    end;
-                gear^.RenderTimer:= true;
-                end;
-     gtAirMine: begin
-                gear^.AdvBounce:= 1;
-                gear^.ImpactSound:= sndAirMineImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Health:= 30;
-                gear^.State:= gear^.State or gstMoving or gstNoGravity or gstSubmersible;
-                gear^.Radius:= 8;
-                gear^.Elasticity:= _0_55;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _1;
-                gear^.Angle:= 175; // Radius at which air bombs will start "seeking". $FFFFFFFF = unlimited. check is skipped.
-                gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
-                gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
-                gear^.Tag:= 0;
-                if gear^.Timer = 0 then
-                    begin
-                    if cMinesTime < 0 then
-                        begin
-                        gear^.Timer:= getrandom(13)*100;
-                        gear^.Karma:= 1;
-                        end
-                    else
-                        gear^.Timer:= cMinesTime div 4;
-                    end;
-                gear^.RenderTimer:= true;
-                gear^.WDTimer:= gear^.Timer
-                end;
-       gtSMine: begin
-                gear^.Health:= 10;
-                gear^.State:= gear^.State or gstMoving;
-                gear^.Radius:= 2;
-                gear^.Elasticity:= _0_55;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _1_6;
-                gear^.AdvBounce:= 1;
-                gear^.Sticky:= true;
-                if gear^.Timer = 0 then gear^.Timer:= 500;
-                gear^.RenderTimer:= true;
-                end;
-       gtKnife: begin
-                gear^.ImpactSound:= sndKnifeImpact;
-                gear^.AdvBounce:= 1;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                gear^.Density:= _4;
-                gear^.Radius:= 7;
-                gear^.Sticky:= true;
-                end;
-        gtCase: begin
-                gear^.ImpactSound:= sndCaseImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 16;
-                gear^.Elasticity:= _0_3;
-                if gear^.Timer = 0 then gear^.Timer:= 500
-                end;
-  gtExplosives: begin
-                gear^.AdvBounce:= 1;
-                if GameType in [gmtDemo, gmtRecord] then
-                    gear^.RenderHealth:= true;
-                gear^.ImpactSound:= sndGrenadeImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 16;
-                gear^.Elasticity:= _0_4;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _6;
-                gear^.Health:= cBarrelHealth;
-                gear^.Z:= cHHZ-1
-                end;
-  gtDEagleShot: begin
-                gear^.Radius:= 1;
-                gear^.Health:= 50;
-                gear^.Data:= nil;
-                end;
-  gtSniperRifleShot: begin
-                gear^.Radius:= 1;
-                gear^.Health:= 50
-                end;
-    gtDynamite: begin
-                gear^.ImpactSound:= sndDynamiteImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 3;
-                gear^.Elasticity:= _0_55;
-                gear^.Friction:= _0_03;
-                gear^.Density:= _2;
-                if gear^.Timer = 0 then gear^.Timer:= 5000;
-                end;
-     gtCluster: begin
-                gear^.AdvBounce:= 1;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                gear^.Radius:= 2;
-                gear^.Density:= _1_5;
-                gear^.RenderTimer:= true
-                end;
-      gtShover: begin
-                gear^.Radius:= 20;
-                gear^.Tag:= 0;
-                gear^.Timer:= 50;
-                end;
-       gtFlame: begin
-                gear^.Tag:= GetRandom(32);
-                gear^.Radius:= 1;
-                gear^.Health:= 5;
-                gear^.Density:= _1;
-                gear^.FlightTime:= 9999999; // determines whether in-air flames do damage. disabled by default
-                if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
-                    begin
-                    gear^.dY:= (getrandomf - _0_8) * _0_03;
-                    gear^.dX:= (getrandomf - _0_5) * _0_4
-                    end
-                end;
-   gtFirePunch: begin
-                if gear^.Timer = 0 then gear^.Timer:= 3000;
-                gear^.Radius:= 15;
-                gear^.Tag:= Y
-                end;
-   gtAirAttack: begin
-                gear^.Health:= 6;
-                gear^.Damage:= 30;
-                gear^.Z:= cHHZ+2;
-                gear^.Karma:= 0; // for sound effect: 0 = normal, 1 = underwater
-                gear^.Radius:= 150;
-                gear^.FlightTime:= 0; // for timeout in weWrap
-                gear^.Power:= 0; // count number of wraps in weWrap
-                gear^.WDTimer:= 0; // number of required wraps
-                gear^.Density:= _19;
-                gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
-                end;
-     gtAirBomb: begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 5;
-                gear^.Density:= _2;
-                gear^.Elasticity:= _0_55;
-                gear^.Friction:= _0_995
-                end;
-   gtBlowTorch: begin
-                gear^.Radius:= cHHRadius + cBlowTorchC - 1;
-                if gear^.Timer = 0 then gear^.Timer:= 7500
-                end;
-    gtSwitcher: begin
-                gear^.Z:= cCurrHHZ
-                end;
-      gtTarget: begin
-                gear^.ImpactSound:= sndGrenadeImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 10;
-                gear^.Elasticity:= _0_3;
-                end;
-      gtTardis: begin
-                gear^.Pos:= 1; // tardis phase
-                gear^.Tag:= 0; // 1 = hedgehog died, disappeared, took damage or moved
-                gear^.Z:= cCurrHHZ+1;
-                end;
-      gtMortar: begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 4;
-                gear^.Elasticity:= _0_2;
-                gear^.Friction:= _0_08;
-                gear^.Density:= _1;
-                end;
-        gtWhip: gear^.Radius:= 20;
-      gtHammer: gear^.Radius:= 20;
-    gtKamikaze: begin
-                gear^.Health:= 2048;
-                gear^.Radius:= 20
-                end;
-        gtCake: begin
-                gear^.Health:= 2048;
-                gear^.Radius:= 7;
-                gear^.Z:= cOnHHZ;
-                gear^.RenderTimer:= false;
-                gear^.DirAngle:= -90 * hwSign(Gear^.dX);
-                gear^.FlightTime:= 100; // (roughly) ticks spent dropping, used to skip getting up anim when stuck.
-                                        // Initially set to a high value so cake has at least one getting up anim.
-                if not dX.isNegative then
-                    gear^.Angle:= 1
-                else
-                    gear^.Angle:= 3;
-                New(cakeData);
-                gear^.Data:= Pointer(cakeData);
-                end;
- gtHellishBomb: begin
-                gear^.ImpactSound:= sndHellishImpact1;
-                gear^.nImpactSounds:= 4;
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 4;
-                gear^.Elasticity:= _0_5;
-                gear^.Friction:= _0_96;
-                gear^.Density:= _1_5;
-                gear^.RenderTimer:= true;
-                if gear^.Timer = 0 then gear^.Timer:= 5000
-                end;
-       gtDrill: begin
-                gear^.AdvBounce:= 1;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 5000;
-                // Tag for drill strike. if 1 then first impact occured already
-                gear^.Tag := 0;
-                // Pos for state. If 1, drill is drilling
-                gear^.Pos := 0;
-                gear^.Radius:= 4;
-                gear^.Density:= _1;
-                end;
-        gtBall: begin
-                gear^.ImpactSound:= sndGrenadeImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 5;
-                gear^.Tag:= random(8);
-                if gear^.Timer = 0 then gear^.Timer:= 5000;
-                gear^.Elasticity:= _0_7;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _1_5;
-                end;
-     gtBallgun: begin
-                if gear^.Timer = 0 then gear^.Timer:= 5001;
-                end;
-     gtRCPlane: begin
-                if gear^.Timer = 0 then gear^.Timer:= 15000;
-                gear^.Health:= 3;
-                gear^.Radius:= 8;
-                gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
-                end;
-     gtJetpack: begin
-                gear^.Health:= 2000;
-                gear^.Damage:= 100;
-                gear^.State:= Gear^.State or gstSubmersible
-                end;
-     gtMolotov: begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 6;
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                gear^.Density:= _2
-                end;
-       gtBirdy: begin
-                gear^.Radius:= 16; // todo: check
-                gear^.Health := 2000;
-                gear^.FlightTime := 2;
-                gear^.Z:= cCurrHHZ;
-                end;
-         gtEgg: begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 4;
-                gear^.Elasticity:= _0_6;
-                gear^.Friction:= _0_96;
-                gear^.Density:= _1;
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 3000
-                end;
-      gtPortal: begin
-                gear^.ImpactSound:= sndMelonImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Radius:= 17;
-                // set color
-                gear^.Tag:= 2 * gear^.Timer;
-                gear^.Timer:= 15000;
-                gear^.RenderTimer:= false;
-                gear^.Health:= 100;
-                gear^.Sticky:= true;
-                end;
-       gtPiano: begin
-                gear^.Radius:= 32;
-                gear^.Density:= _50;
-                end;
- gtSineGunShot: begin
-                gear^.Radius:= 5;
-                gear^.Health:= 6000;
-                end;
-gtFlamethrower: begin
-                gear^.Tag:= 10;
-                if gear^.Timer = 0 then gear^.Timer:= 10;
-                gear^.Health:= 500;
-                gear^.Damage:= 100;
-                end;
-     gtLandGun: begin
-                gear^.Tag:= 10;
-                if gear^.Timer = 0 then gear^.Timer:= 10;
-                gear^.Health:= 1000;
-                gear^.Damage:= 100;
-                end;
- gtPoisonCloud: begin
-                if gear^.Timer = 0 then gear^.Timer:= 5000;
-                gear^.WDTimer:= gear^.Timer; // initial timer
-                gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
-                gear^.Tint:= $C0C000C0
-                end;
- gtResurrector: begin
-                gear^.Radius := cResurrectorDist;
-                gear^.Tag := 0;
-                gear^.Tint:= $F5DB35FF
-                end;
-     gtWaterUp: begin
-                gear^.Tag := 47;
-                end;
-  gtNapalmBomb: begin
-                gear^.Elasticity:= _0_8;
-                gear^.Friction:= _0_8;
-                if gear^.Timer = 0 then gear^.Timer:= 1000;
-                gear^.Radius:= 5;
-                gear^.Density:= _1_5;
-                end;
-      gtIceGun: begin
-                gear^.Health:= 1000;
-                gear^.Radius:= 8;
-                gear^.Density:= _0;
-                gear^.Tag:= 0; // sound state: 0 = no sound, 1 = ice beam sound, 2 = idle sound
-                end;
-     gtCreeper: begin
-                // TODO: Finish creeper initialization implementation
-                gear^.Radius:= cHHRadius;
-                gear^.Elasticity:= _0_35;
-                gear^.Friction:= _0_93;
-                gear^.Density:= _5;
-
-                gear^.AdvBounce:= 1;
-                gear^.ImpactSound:= sndAirMineImpact;
-                gear^.nImpactSounds:= 1;
-                gear^.Health:= 30;
-                gear^.Radius:= 8;
-                gear^.Angle:= 175; // Radius at which it will start "seeking". $FFFFFFFF = unlimited. check is skipped.
-                gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
-                gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 5000;
-                gear^.WDTimer:= gear^.Timer
-                end;
-     gtMinigun: begin
-                // Timer. First, it's the timer before shooting. Then it will become the shooting timer and is set to Karma
-                if gear^.Timer = 0 then
-                    gear^.Timer:= 601;
-                // minigun shooting time. 1 bullet is fired every 50ms
-                gear^.Karma:= 3451;
-                end;
- gtMinigunBullet: begin
-                gear^.Radius:= 1;
-                gear^.Health:= 2;
-                gear^.Karma:= 5; //impact radius
-                gear^.Pos:= 0; //uses non-global hit order
-                gear^.Data:= nil;
-                end;
-        gtSentry: begin
-                gear^.Radius:= cHHRadius;
-                gear^.Health:= cSentryHealth;
-                gear^.Friction:= _0_999;
-                gear^.Elasticity:= _0_35;
-                gear^.Density:= _3;
-                gear^.Tag:= 0;
-                gear^.Timer:= 1000;
-                gear^.WDTimer:= 0;
-                end;
-gtGenericFaller:begin
-                gear^.AdvBounce:= 1;
-                gear^.Radius:= 1;
-                gear^.Elasticity:= _0_9;
-                gear^.Friction:= _0_995;
-                gear^.Density:= _1;
-                end;
-    end;
+initializeGear(gear, X, Y, Kind, State, dX, dY, Timer, newUid);
 
 InsertGearToList(gear);
 AddGear:= gear;