hedgewars/uGearsHedgehog.pas
author nemo
Wed, 30 Dec 2015 23:30:00 -0500
changeset 11473 023db094b22d
parent 11468 2f6f8baa2a97
child 11484 cb64affd7715
permissions -rw-r--r--
Some themers expressed desire to have translucent themes. While the current AA stuff in uLandGraphics won't really allow this to work with LandBackTex properly, seems to me it should be safe to allow alpha for LandTex. Our LandTex should all have alpha of 255 on the existing themes.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uGearsHedgehog;
interface
uses uTypes, uGearsHandlersMess;

procedure doStepHedgehog(Gear: PGear);
procedure AfterAttack;
procedure HedgehogStep(Gear: PGear);
procedure doStepHedgehogMoving(Gear: PGear);
procedure HedgehogChAngle(HHGear: PGear);
procedure PickUp(HH, Gear: PGear);
procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);
procedure CheckIce(Gear: PGear); inline;

implementation
uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions,
    uCommands, uLocale, uUtils, uStats, uIO, uScript,
    uGearsList, uCollisions, uRandom, uStore, uTeams,
    uGearsUtils, uVisualGearsList, uChat;

var GHStepTicks: LongWord = 0;

procedure AFKSkip;
var
    t: byte;
begin
    t:= 0;
    while (TeamsArray[t] <> CurrentTeam) do inc(t);

    SendHogSpeech(#1 + char(t) + 'AFK');

    ParseCommand('/skip', true)
end;

// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
function ChangeAmmo(HHGear: PGear): boolean;
var slot, i: Longword;
    ammoidx: LongInt;
    prevAmmo: TAmmoType;
begin
ChangeAmmo:= false;
slot:= HHGear^.MsgParam;

with HHGear^.Hedgehog^ do
    begin
    HHGear^.Message:= HHGear^.Message and (not gmSlot);
    prevAmmo:= CurAmmoType;
    ammoidx:= 0;
    if (((HHGear^.State and (gstAttacking or gstAttacked)) <> 0) and (GameFlags and gfInfAttack = 0))
    or ((HHGear^.State and gstHHDriven) = 0) then
        exit;
    ChangeAmmo:= true;

    while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do
        inc(ammoidx);

    if (MultiShootAttacks > 0) then
        begin
        if (CurAmmoType = amSniperRifle) and ((GameFlags and gfArtillery) = 0) then
            cArtillery := false;
        if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0 then
            begin
            MultiShootAttacks:= Ammoz[CurAmmoType].Ammo.NumPerTurn;
            AfterAttack
            end
        else OnUsedAmmo(HHGear^.Hedgehog^)
        end;

    MultiShootAttacks:= 0;
    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));

    if Ammoz[CurAmmoType].Slot = slot then
        begin
        i:= 0;
        repeat
        inc(ammoidx);
        if (ammoidx > cMaxSlotAmmoIndex) then
            begin
            inc(i);
            CurAmmoType:= amNothing;
            ammoidx:= -1;
            //TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
            end;
        until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0)
        and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))

        end
    else
        begin
        i:= 0;
        // check whether there is ammo in slot
        while (i <= cMaxSlotAmmoIndex) and ((Ammo^[slot, i].Count = 0)
        or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns))
            do inc(i);

        if i <= cMaxSlotAmmoIndex then
            ammoidx:= i
        else ammoidx:= -1
        end;
        if ammoidx >= 0 then
            CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
    // Try again in the next slot
    if (CurAmmoType = prevAmmo) and (slot < cMaxSlotIndex) then
        begin
        inc(slot);
        HHGear^.MsgParam:= slot;
        ChangeAmmo(HHGear)
        end
    end
end;

procedure HHSetWeapon(HHGear: PGear);
var t: LongInt;
    weap: TAmmoType;
    Hedgehog: PHedgehog;
    s: boolean;
    prevState, newState: LongWord;
begin
s:= false;

weap:= TAmmoType(HHGear^.MsgParam);
Hedgehog:= HHGear^.Hedgehog;

if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then
    exit; // weapon is not activated yet

HHGear^.MsgParam:= Ammoz[weap].Slot;

t:= cMaxSlotAmmoIndex;

HHGear^.Message:= HHGear^.Message and (not gmWeapon);

prevState:= HHGear^.State;
newState:= prevState;
with Hedgehog^ do
    while (CurAmmoType <> weap) and (t >= 0) do
        begin
        s:= ChangeAmmo(HHGear);
        if HHGear^.State <> prevState then // so we can keep gstAttacked out of consideration when looping
            newState:= HHGear^.State;
        HHGear^.State:= prevState;
        dec(t)
        end;
HHGear^.State:= newState;

if s then
    ApplyAmmoChanges(HHGear^.Hedgehog^)
end;

procedure HHSetTimer(Gear: PGear);
var CurWeapon: PAmmo;
    color: LongWord;
begin
Gear^.Message:= Gear^.Message and (not gmTimer);
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
with Gear^.Hedgehog^ do
    if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
        begin
        color:= Gear^.Hedgehog^.Team^.Clan^.Color;
        case Gear^.MsgParam of
            1: begin
               AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
               CurWeapon^.Bounciness:= 350;
               end;
            2: begin
               AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
               CurWeapon^.Bounciness:= 700;
               end;
            3: begin
               AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
               CurWeapon^.Bounciness:= 1000;
               end;
            4: begin
               AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
               CurWeapon^.Bounciness:= 2000;
               end;
            5: begin
               AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
               CurWeapon^.Bounciness:= 4000;
               end
            end
        end
    else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
        begin
        CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
        with CurrentTeam^ do
            ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
        end;
end;


procedure Attack(Gear: PGear);
var xx, yy, newDx, newDy, lx, ly: hwFloat;
    speech: PVisualGear;
    newGear:  PGear;
    CurWeapon: PAmmo;
    usedAmmoType: TAmmoType;
    altUse: boolean;
    elastic: hwFloat;
begin
newGear:= nil;
bShowFinger:= false;
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
with Gear^,
    Gear^.Hedgehog^ do
        begin
        usedAmmoType:= CurAmmoType;
        if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstChooseTarget)) = 0) and (((State and gstMoving) = 0)
        or (Power > 0)
        or (CurAmmoType = amTeleport)
        or
        // Allow attacks while moving on ammo with AltAttack
        ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0))
        or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0))
        and ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
            begin
            State:= State or gstAttacking;
            if (Power = cMaxPower) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0) then
                Message:= Message and (not gmAttack)
            else
                begin
                if Power = 0 then
                    begin
                    AttackBar:= CurrentTeam^.AttackBar;
                    PlaySound(sndThrowPowerUp)
                    end;
                inc(Power)
                end;
            if ((Message and gmAttack) <> 0) then
                exit;

            if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
                begin
                StopSound(sndThrowPowerUp);
                PlaySound(sndThrowRelease);
                end;

            xx:= SignAs(AngleSin(Angle), dX);
            yy:= -AngleCos(Angle);

            lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
            ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));

            if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
                xx:= - xx;
            if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
                AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);

// Initiating alt attack
            if  (CurAmmoGear <> nil)
            and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
            and ((Gear^.Message and gmLJump) <> 0)
            and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
                begin
                if (CurAmmoGear^.AmmoType = amJetpack) and (Gear^.Message and gmPrecise <> 0) then
                    begin
                    newDx:= xx*cMaxPower/cPowerDivisor;
                    newDy:= yy*cMaxPower/cPowerDivisor
                    end
                else
                    begin
                    newDx:= dX;
                    newDy:= dY
                    end;
                altUse:= true
                end
            else
                begin
                newDx:= xx*Power/cPowerDivisor;
                newDy:= yy*Power/cPowerDivisor;
                altUse:= false
                end;

            case CurAmmoType of
                      amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade,         0, newDx, newDy, CurWeapon^.Timer);
                      amAirMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtAirMine,         0, newDx, newDy, 0);
                      amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov,      0, newDx, newDy, 0);
                  amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb,  0, newDx, newDy, CurWeapon^.Timer);
                      amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb,      0, newDx, newDy, CurWeapon^.Timer);
                      amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell,        0, newDx, newDy, 0);
                     amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball,     0, newDx, newDy, 0);
                          amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee,          0, newDx, newDy, 0);
                      amShotgun: begin
                                 PlaySound(sndShotgunReload);
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot,  0, xx * _0_5, yy * _0_5, 0);
                                 end;
                   amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
                         amSkip: ParseCommand('/skip', true);
                         amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
                         amMine: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 0);
                        amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
                        amKnife: begin
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtKnife,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
                                 newGear^.State:= newGear^.State or gstMoving;
                                 newGear^.Radius:= 4 // temporarily shrink so it doesn't instantly embed in the ground
                                 end;
                       amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
                      amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
                    amPortalGun: begin
                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6,
                                 // set selected color
                                 CurWeapon^.Pos);
                                 end;
                  amSniperRifle: begin
                                 PlaySound(sndSniperReload);
                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
                                 end;
                     amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
                    amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
                         amWhip: begin
                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
                                 PlaySound(sndWhipCrack)
                                 end;
                       amHammer: begin
                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
                                 PlaySound(sndWhack)
                                 end;
                  amBaseballBat: begin
                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
                                 PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
                                 end;
                    amParachute: begin
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
                                 PlaySound(sndParachute)
                                 end;
                    // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
                    amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
                   amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
                  amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
                       amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
                    amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
                       amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
                       amRubber: begin
                                 newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
                                 newGear^.AmmoType:= amRubber
                                 end;
                     amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
                       amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
                       amMortar: begin
                                 playSound(sndMortar);
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar,  0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
                                 end;
                      amRCPlane: begin
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane,  0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
                                 newGear^.SoundChannel:= LoopSound(sndRCPlane)
                                 end;
                     amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
                         amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, SignAs(cLittle, xx), _0, 0);
                    amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
                   amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon,  0, newDx, newDy, CurWeapon^.Timer);
                  amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb,    0, newDx, newDy, 0);
                        amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
                      amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun,  0, xx * _0_5, yy * _0_5, 0);
                      amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
                        amBirdy: begin
                             PlaySound(sndWhistle);
                             newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
                             end;
                   amLowGravity: begin
                                 PlaySound(sndLowGravity);
                                 cGravity:= cMaxWindSpeed;
                                 cGravityf:= 0.00025
                                 end;
                  amExtraDamage: begin
                                 PlaySound(sndHellishImpact4);
                                 cDamageModifier:= _1_5
                                 end;
                 amInvulnerable: Effects[heInvulnerable]:= 1;
                    amExtraTime: begin
                                 PlaySound(sndSwitchHog);
                                 TurnTimeLeft:= TurnTimeLeft + 30000
                                 end;
                   amLaserSight: cLaserSighting:= true;
                     amVampiric: begin
                                 PlaySoundV(sndOw1, Team^.voicepack);
                                 cVampiric:= true;
                                 end;
                        amPiano: begin
                                 // Tuck the hedgehog away until the piano attack is completed
                                 Unplaced:= true;
                                 X:= _0;
                                 Y:= _0;
                                 newGear:= AddGear(TargetPoint.X, -1024, gtPiano, 0, _0, _0, 0);
                                 PauseMusic
                                 end;
                 amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower,  0, xx * _0_5, yy * _0_5, 0);
                      amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun,  0, xx * _0_5, yy * _0_5, 0);
                  amResurrector: begin
                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtResurrector, 0, _0, _0, 0);
                                 newGear^.SoundChannel := LoopSound(sndResurrector);
                                 end;
                    //amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
                       amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 0);
                       amIceGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtIceGun, 0, _0, _0, 0);
            end;
            if altUse and (newGear <> nil) and
               ((CurAmmoGear = nil) or (CurAmmoGear^.AmmoType <> amJetpack) or (Gear^.Message and gmPrecise = 0)) then
               begin
               newGear^.dX:= newDx / newGear^.Density;
               newGear^.dY:= newDY / newGear^.Density
               end;
            if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack) and
               (Gear^.Message and gmPrecise <> 0) and CheckCoordInWater(hwRound(X), hwRound(Y)) then
                newGear^.State:= newGear^.State or gstSubmersible;

            case CurAmmoType of
                     amGrenade, amMolotov,
                 amClusterBomb, amGasBomb,
                     amBazooka, amSnowball,
                         amBee, amSMine,
                      amMortar, amWatermelon,
                 amHellishBomb, amDrill,
                     amAirMine: FollowGear:= newGear;

                     amShotgun, amPickHammer,
                        amRope, amDEagle,
                     amSineGun, amSniperRifle,
                   amFirePunch, amWhip,
                      amHammer, amBaseballBat,
                   amParachute, amBlowTorch,
                      amGirder, amTeleport,
                      amSwitch, amRCPlane,
                    amKamikaze, amCake,
                   amSeduction, amBallgun,
                     amJetpack, amBirdy,
                amFlamethrower, amLandGun,
                 amResurrector, //amStructure,
                      amTardis, amPiano,
                      amIceGun, amRubber: CurAmmoGear:= newGear;
            end;
            if CurAmmoType = amCake then FollowGear:= newGear;
            if CurAmmoType = amAirMine then newGear^.Hedgehog:= nil;

            if ((CurAmmoType = amMine) or (CurAmmoType = amSMine) or (CurAmmoType = amAirMine)) and (GameFlags and gfInfAttack <> 0) then
                newGear^.FlightTime:= GameTicks + min(TurnTimeLeft,1000)
            else if CurAmmoType = amDrill then
                newGear^.FlightTime:= GameTicks + 250;
            if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
                begin
                newGear^.Target.X:= TargetPoint.X;
                newGear^.Target.Y:= TargetPoint.Y
                end;
            if (newGear <> nil) and (newGear^.CollisionMask and lfCurrentHog <> 0) then newGear^.CollisionMask:= newGear^.CollisionMask and (not lfCurrentHog);

            // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
            if altUse then
                FollowGear:= nil;

            if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
                begin
                elastic:=  int2hwfloat(CurWeapon^.Bounciness) / _1000;

            if elastic < _1 then
                newGear^.Elasticity:= newGear^.Elasticity * elastic
            else if elastic > _1 then
                newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
(* Experimented with friction modifier. Didn't seem helpful
            fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
            if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
            else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
            end;


            uStats.AmmoUsed(CurAmmoType);

            if not (SpeechText = '') then
                begin
                speech:= AddVisualGear(0, 0, vgtSpeechBubble);
                if speech <> nil then
                    begin
                    speech^.Text:= SpeechText;
                    speech^.Hedgehog:= Gear^.Hedgehog;
                    speech^.FrameTicks:= SpeechType;
                    end;
                SpeechText:= ''
                end;

            Power:= 0;
            if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
                begin
                if CurAmmoType in [amRope,amResurrector] then
                    Message:= Message or gmAttack;
                CurAmmoGear^.Message:= Message
                end
            else
                begin
                if (not CurrentTeam^.ExtDriven) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then
                    SendIPC(_S'a');
                AfterAttack;
                end
            end
        else
            Message:= Message and (not gmAttack);

    ScriptCall('onHogAttack', ord(usedAmmoType));
    end; // of with Gear^, Gear^.Hedgehog^ do

    TargetPoint.X := NoPointX;
end;

procedure AfterAttack;
var s: ansistring;
    a: TAmmoType;
    HHGear: PGear;
begin
with CurrentHedgehog^ do
    begin
    HHGear:= Gear;
    a:= CurAmmoType;
    if HHGear <> nil then HHGear^.State:= HHGear^.State and (not gstAttacking);
    if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
        begin
        Inc(MultiShootAttacks);

        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
            begin
            s:= ansistring(inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1));
            AddCaption(formatA(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
            end;

        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks)
        or ((GameFlags and gfMultiWeapon) <> 0) then
            begin
            isInMultiShoot:= true
            end
        else
            begin
            OnUsedAmmo(CurrentHedgehog^);
            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
                begin
                if TagTurnTimeLeft = 0 then
                    TagTurnTimeLeft:= TurnTimeLeft;
                if (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0) and CheckCoordInWater(hwRound(CurAmmoGear^.X), hwRound(CurAmmoGear^.Y)) then
                     TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 25
                else TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
                end;
            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (HHGear <> nil) then
                HHGear^.State:= HHGear^.State or gstAttacked;
            if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then
                ApplyAmmoChanges(CurrentHedgehog^)
            end;
        end
    else
        begin
        OnUsedAmmo(CurrentHedgehog^);
        ApplyAmmoChanges(CurrentHedgehog^);
        end;
    AttackBar:= 0
    end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogDead(Gear: PGear);
const frametime = 200;
      timertime = frametime * 6;
var grave:  PGear;
begin
if Gear^.Hedgehog^.Unplaced then
    exit;
if Gear^.Timer > 1 then
    begin
    AllInactive:= false;
    dec(Gear^.Timer);
    if (Gear^.Timer mod frametime) = 0 then
        inc(Gear^.Pos)
    end
else if Gear^.Timer = 1 then
    begin
    Gear^.Hedgehog^.Effects[heFrozen]:= 0;
    Gear^.State:= Gear^.State or gstNoDamage;
    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, CurrentHedgehog, EXPLAutoSound);
    grave:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0);
    grave^.Hedgehog:= Gear^.Hedgehog;
    grave^.Pos:= Gear^.uid;
    
    DeleteGear(Gear);
    SetAllToActive
    end
else // Gear^.Timer = 0
    begin
    AllInactive:= false;
    Gear^.Z:= cCurrHHZ;
    RemoveGearFromList(Gear);
    InsertGearToList(Gear);
    PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
    Gear^.Pos:= 0;
    Gear^.Timer:= timertime
    end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogGone(Gear: PGear);
const frametime = 65;
      timertime = frametime * 11;
var i: LongInt;
begin
if Gear^.Hedgehog^.Unplaced then
    exit;
if Gear^.Timer > 1 then
    begin
    AllInactive:= false;
    dec(Gear^.Timer);
    if (Gear^.Timer mod frametime) = 0 then
        inc(Gear^.Pos)
    end
else
if Gear^.Timer = 1 then
    begin
    DeleteGear(Gear);
    SetAllToActive
    end
else // Gear^.Timer = 0
    begin
    AllInactive:= false;
    Gear^.Z:= cCurrHHZ;
    RemoveGearFromList(Gear);
    InsertGearToList(Gear);
    // only play sound for one alive hedgehog
    with Gear^.Hedgehog^.Team^ do
        for i:= 0 to cMaxHHIndex do
            begin
            if (Hedgehogs[i].Gear <> nil) then
                begin
                if (Hedgehogs[i].Gear = Gear) then
                    begin
                    PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
                    PlaySound(sndWarp);
                    end;
                break;
                end;
            end;
    Gear^.Pos:= 0;
    Gear^.Timer:= timertime
    end
end;

procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);
var s: ansistring;
    vga: PVisualGear;
begin
    if cnt <> 0 then AddAmmo(HH, ammo, cnt)
    else AddAmmo(HH, ammo);

    if (not (HH.Team^.ExtDriven
    or (HH.BotLevel > 0)))
    or (HH.Team^.Clan^.ClanIndex = LocalClan)
    or (GameType = gmtDemo)  then
        begin
        if cnt <> 0 then
            s:= trammo[Ammoz[ammo].NameId] + ansistring(' (+' + IntToStr(cnt) + ')')
        else
            s:= trammo[Ammoz[ammo].NameId] + ansistring(' (+' + IntToStr(Ammoz[ammo].NumberInCase) + ')');
        AddCaption(s, HH.Team^.Clan^.Color, capgrpAmmoinfo);

        // show ammo icon
        vga:= AddVisualGear(X, Y, vgtAmmo);
        if vga <> nil then
            vga^.Frame:= Longword(ammo);
        end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
var s: shortstring;
    i: LongInt;
    vga: PVisualGear;
    ag, gi: PGear;
begin
Gear^.Message:= gmDestroy;
if (Gear^.Pos and posCaseExplode) <> 0 then
    if (Gear^.Pos and posCasePoison) <> 0 then
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
    else
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
else if (Gear^.Pos and posCasePoison) <> 0 then
    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
else
case Gear^.Pos of
       posCaseUtility,
       posCaseAmmo: begin
                    PlaySound(sndShotgunReload);
                    if Gear^.AmmoType <> amNothing then
                        begin
                        AddPickup(HH^.Hedgehog^, Gear^.AmmoType, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
                        end
                    else
                        begin
// Add spawning here...
                        AddRandomness(GameTicks);

                        gi := GearsList;
                        while gi <> nil do
                            begin
                            if (gi^.Kind = gtGenericFaller) and (gi^.State and gstInvisible <> 0) then
                                begin
                                gi^.Active:= true;
                                gi^.State:= gi^.State or gstTmpFlag;
                                gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
                                gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
                                gi^.dX:= _90-(GetRandomf*_360);
                                gi^.dY:= _90-(GetRandomf*_360)
                                end;
                            gi := gi^.NextGear
                            end;
                        ag:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAddAmmo, gstInvisible, _0, _0, GetRandom(125)+25);
                        ag^.Pos:= Gear^.Pos;
                        ag^.Power:= Gear^.Power
                        end;
                    end;
     posCaseHealth: begin
                    PlaySound(sndShotgunReload);
                    inc(HH^.Health, Gear^.Health);
                    HH^.Hedgehog^.Effects[hePoisoned] := 0;
                    str(Gear^.Health, s);
                    s:= '+' + s;
                    AddCaption(ansistring(s), HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
                    RenderHealth(HH^.Hedgehog^);
                    RecountTeamHealth(HH^.Hedgehog^.Team);

                    i:= 0;
                    while i < Gear^.Health do
                        begin
                        vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
                        if vga <> nil then
                            with vga^ do
                                begin
                                Tint:= $00FF00FF;
                                State:= ord(sprHealth)
                                end;
                        inc(i, 5);
                        end;
                    end;
     end
end;

procedure HedgehogStep(Gear: PGear);
var PrevdX: LongInt;
    CurWeapon: PAmmo;
    portals: PGearArrayS;
begin
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
    begin
    if isCursorVisible then
        with Gear^.Hedgehog^ do
            with CurWeapon^ do
                begin
                if (Gear^.Message and gmLeft  ) <> 0 then
                    Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
                else
                    if (Gear^.Message and gmRight ) <> 0 then
                        Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
    else
        exit;
    GHStepTicks:= 200;
    exit
    end;

    if ((Gear^.Message and gmAnimate) <> 0) then
        begin
        Gear^.Message:= 0;
        Gear^.State:= Gear^.State or gstAnimation;
        Gear^.Tag:= Gear^.MsgParam;
        Gear^.Timer:= 0;
        Gear^.Pos:= 0
        end;

    if ((Gear^.Message and gmLJump ) <> 0) then
        begin
        Gear^.Message:= Gear^.Message and (not gmLJump);
        DeleteCI(Gear);
        if TestCollisionYwithGear(Gear, -1) = 0 then
            if TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0 then
                Gear^.Y:= Gear^.Y - _2
            else
                if TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0 then
                    Gear^.Y:= Gear^.Y - _1;
            if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0) and
               (TestCollisionYwithGear(Gear, -1) = 0) then
                begin
                Gear^.dY:= -_0_15;
                if not cArtillery then
                    Gear^.dX:= SignAs(_0_15, Gear^.dX);
                Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
                PlaySoundV(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
        exit
        end;
    end;

    if ((Gear^.Message and gmHJump ) <> 0) then
        begin
        DeleteCI(Gear);
        Gear^.Message:= Gear^.Message and (not gmHJump);

        Gear^.dY:= -_0_2;
        SetLittle(Gear^.dX);
        Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
        PlaySoundV(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
        exit
        end;

    if (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.State and gstMoving = 0) then
        begin
        // slightly inefficient since it doesn't halt after one portal, maybe could add a param to GearsNear for number desired.
        portals:= GearsNear(Gear^.X, Gear^.Y, gtPortal, 26);
        if portals.size = 0 then Gear^.PortalCounter:= 0
        end;
    PrevdX:= hwSign(Gear^.dX);
    if (Gear^.Message and gmLeft  )<>0 then
        Gear^.dX:= -cLittle else
    if (Gear^.Message and gmRight )<>0 then
        Gear^.dX:=  cLittle
        else exit;

    StepSoundTimer:= cHHStepTicks;

    GHStepTicks:= cHHStepTicks;
    if PrevdX <> hwSign(Gear^.dX) then
        begin
        FollowGear:= Gear;
        exit
        end;
    DeleteCI(Gear); // must be after exit!! (see previous line)

    Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;

    if (not cArtillery or
           ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtBlowTorch))) and
       ((Gear^.Message and gmPrecise) = 0) then
        MakeHedgehogsStep(Gear);

    SetAllHHToActive(false);
    AddCI(Gear)
    end
end;

procedure HedgehogChAngle(HHGear: PGear);
var da: LongWord;
begin
with HHGear^.Hedgehog^ do
    if (((CurAmmoType = amRope) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amRope))) and
            ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving))
    or ((CurAmmoType = amPortalGun) and ((HHGear^.State and gstMoving) <> 0)) then
        da:= 2
    else da:= 1;

if ((HHGear^.Message and gmPrecise = 0) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack))) or (GameTicks mod 5 = 1) then
    if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then
        dec(HHGear^.Angle, da)
    else
        if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then
            inc(HHGear^.Angle, da)
end;


////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogMoving(Gear: PGear);
var isFalling, isUnderwater: boolean;
    land: Word;
begin
if Gear^.Hedgehog^.Unplaced then
    begin
    Gear^.dY:= _0;
    Gear^.dX:= _0;
    Gear^.State:= Gear^.State and (not gstMoving);
    exit
    end;

land:= 0;
isUnderwater:= CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + Gear^.Radius);
if Gear^.dX.QWordValue > 8160437862 then
    Gear^.dX.QWordValue:= 8160437862;
if Gear^.dY.QWordValue > 8160437862 then
    Gear^.dY.QWordValue:= 8160437862;

isFalling:= (Gear^.dY.isNegative) or (TestCollisionYKick(Gear, 1) = 0);
if isFalling then
    begin
    land:= TestCollisionYKick(Gear, -1);
    if (Gear^.dY.isNegative) and (land <> 0) then
        begin
        if land and lfBouncy <> 0 then
            begin
            doStepFallingGear(Gear);
            Gear^.AdvBounce:= 1;
            Gear^.dX:= Gear^.dX * _0_8
            end;
        if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then
            Gear^.dY:= _0;
        Gear^.State:= Gear^.State and (not gstCollision)
        end;
    Gear^.State:= Gear^.State or gstMoving;
    if (Gear^.State and gstHHDriven <> 0) and
       (FollowGear <> nil) and
       (not CurrentTeam^.ExtDriven) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
        begin
        // TODO: why so aggressive at setting FollowGear when falling?
        // because hog was being yanked out of frame by other stuff when doing a complicated jump/chute/saucer/roping.
        // added a couple more conditions to make it a bit less aggressive, at cost of possibly spectator failing to follow a maneuver
        FollowGear:= Gear;
        end;
    if isUnderwater then
       Gear^.dY:= Gear^.dY + cGravity / _2
    else
        begin
        Gear^.dY:= Gear^.dY + cGravity;
// this set of circumstances could be less complex if jumping was more clearly identified
        if ((GameFlags and gfMoreWind) <> 0) and (((Gear^.Damage <> 0)
        or ((CurAmmoGear <> nil) and ((CurAmmoGear^.AmmoType = amJetpack) or (CurAmmoGear^.AmmoType = amBirdy)))
        or ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue))) then
            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
        end
    end
else
    begin
    land:= TestCollisionYwithGear(Gear, 1);
    if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
    and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0))
    and ((Gear^.State and gstHHJumping) <> 0) then
        SetLittle(Gear^.dX);

    if not Gear^.dY.isNegative then
        begin
        if land and lfBouncy <> 0 then
            begin
            doStepFallingGear(Gear);
            Gear^.AdvBounce:= 1;
            // hogs for some reason have very low friction. slippery little buggers
            Gear^.dX:= Gear^.dX * _0_8
            end;

        CheckHHDamage(Gear);

        if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then
            begin
            if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery)
            and (Gear^.dX.QWordValue < _0_02.QWordValue) then
                begin
                if land and lfBouncy <> 0 then
                    Gear^.dY:= _0;
                Gear^.dX.isNegative:= not Gear^.dX.isNegative // landing after high jump
                end;
            Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
            if (land and lfBouncy = 0) or (Gear^.dX.QWordValue < _0_02.QWordValue) then
                Gear^.dY:= _0
            end;
        Gear^.State:= Gear^.State and (not gstCollision)
        end
    else
        Gear^.dY:= Gear^.dY + cGravity;

    if ((Gear^.State and gstMoving) <> 0) then
        begin
        if land and lfIce <> 0 then
            begin
            Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
            end
        else
            Gear^.dX:= Gear^.dX * Gear^.Friction;
        end
    end;

if (Gear^.State and (gstMoving or gstHHJumping or gstHHHJump)) <> 0 then
    DeleteCI(Gear);

if isUnderwater then
   begin
   Gear^.dY:= Gear^.dY * _0_999;
   Gear^.dX:= Gear^.dX * _0_999;
   end;

if (Gear^.State and gstMoving) <> 0 then
    if TestCollisionXKick(Gear, hwSign(Gear^.dX)) <> 0 then
        if not isFalling then
            if hwAbs(Gear^.dX) > _0_01 then
                if  (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) = 0) and
                    (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
                    begin
                    Gear^.X:= Gear^.X + Gear^.dX;
                    Gear^.dX:= Gear^.dX * _0_96;
                    Gear^.Y:= Gear^.Y - _1
                    end
                else
                    if  (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) = 0) and
                        (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
                        begin
                        Gear^.X:= Gear^.X + Gear^.dX;
                        Gear^.dX:= Gear^.dX * _0_93;
                        Gear^.Y:= Gear^.Y - _2
                        end
                    else
                    if  (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) = 0) and
                        (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
                        begin
                        Gear^.X:= Gear^.X + Gear^.dX;
                        Gear^.dX:= Gear^.dX * _0_9 ;
                        Gear^.Y:= Gear^.Y - _3
                        end
                    else
                        if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) = 0) and
                           (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
                            begin
                            Gear^.X:= Gear^.X + Gear^.dX;
                            Gear^.dX:= Gear^.dX * _0_87;
                            Gear^.Y:= Gear^.Y - _4
                            end
                    else
                        if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) = 0) and
                           (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
                            begin
                            Gear^.X:= Gear^.X + Gear^.dX;
                            Gear^.dX:= Gear^.dX * _0_84;
                            Gear^.Y:= Gear^.Y - _5
                            end
                    else
                        if hwAbs(Gear^.dX) > _0_02 then
                            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
                        else
                            begin
                            Gear^.State:= Gear^.State and (not gstMoving);
                            while TestCollisionYWithGear(Gear,1) = 0 do
                                Gear^.Y:= Gear^.Y+_1;
                            SetLittle(Gear^.dX)
                            end
            else
                begin
                Gear^.State:= Gear^.State and (not gstMoving);
                while TestCollisionYWithGear(Gear,1) = 0 do
                    Gear^.Y:= Gear^.Y+_1;
                SetLittle(Gear^.dX)
                end
        else if (hwAbs(Gear^.dX) > cLittle)
        and ((Gear^.State and gstHHJumping) = 0) then
            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
        else
            SetLittle(Gear^.dX);

if (not isFalling)
  and (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
    begin
    Gear^.State:= Gear^.State and (not gstWinner);
    Gear^.State:= Gear^.State and (not gstMoving);
    while (not CheckGearDrowning(Gear)) and (Gear <> nil) and (TestCollisionYWithGear(Gear,1) = 0) do
        Gear^.Y:= Gear^.Y + _1;

    // could become nil in CheckGearDrowning if ai's hog fails to respawn in ai survival
    if Gear = nil then exit;
    SetLittle(Gear^.dX);
    Gear^.dY:= _0
    end
else
    Gear^.State:= Gear^.State or gstMoving;

if (Gear^.State and gstMoving) <> 0 then
    begin
    Gear^.State:= Gear^.State and (not gstAnimation);
// ARTILLERY but not being moved by explosions
    Gear^.X:= Gear^.X + Gear^.dX;
    Gear^.Y:= Gear^.Y + Gear^.dY;
    if (not Gear^.dY.isNegative) and (TestCollisionYKick(Gear, 1) = 0) then
        begin
        land:= TestCollisionYwithXYShift(Gear, 0, 1, 1);
        if land and lfBouncy <> 0 then
            doStepFallingGear(Gear);
            Gear^.AdvBounce:= 1;

        if (land <> 0) and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0)) then
            begin
            CheckHHDamage(Gear);
            Gear^.dY:= _0;
            Gear^.Y:= Gear^.Y + _1
            end;
        Gear^.State:= Gear^.State and (not gstCollision)
        end;

    // could become nil if ai's hog fails to respawn in ai survival
    if Gear = nil then exit;
    // hide target cursor if current hog is drowning
    if (Gear^.State and gstDrowning) <> 0 then
        if (CurrentHedgehog^.Gear = Gear) then
            isCursorVisible:= false
    end;
if (not isZero(Gear^.dY)) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
    begin
    inc(Gear^.FlightTime);
    if (Gear^.FlightTime > 1500) and ((hwRound(Gear^.X) < LongInt(leftX)-250) or (hwRound(Gear^.X) > LongInt(rightX)+250))  then
        begin
        Gear^.FlightTime:= 0;
        AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
        PlaySound(sndHomerun)
        end;
    end
else
    begin
    uStats.hedgehogFlight(Gear, Gear^.FlightTime);
    Gear^.FlightTime:= 0;
    end;

end;

procedure doStepHedgehogDriven(HHGear: PGear);
var t: PGear;
    wasJumping: boolean;
    Hedgehog: PHedgehog;
begin
Hedgehog:= HHGear^.Hedgehog;
if not isInMultiShoot then
    AllInactive:= false
else if Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle] then
    HHGear^.Message:= 0;

if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then
    AllInactive:= true
else if not isInMultiShoot then
    AllInactive:= false;

if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
    begin
    if (Hedgehog^.CurAmmoType = amKnife) then
       LoadHedgehogHat(Hedgehog^, Hedgehog^.Hat);
    if TagTurnTimeLeft = 0 then
        TagTurnTimeLeft:= TurnTimeLeft;
    TurnTimeLeft:= 0;
    isCursorVisible:= false;
    HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
    AttackBar:= 0;
    if HHGear^.Damage > 0 then
        HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
    exit
    end;

if isAFK and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
    begin
    AFKSkip;
    exit
    end;

if (HHGear^.State and gstAnimation) <> 0 then
    begin
    HHGear^.Message:= 0;
    if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then
        PlaySoundV(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
    inc(HHGear^.Timer);
    if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
        begin
        HHGear^.Timer:= 0;
        inc(HHGear^.Pos);
        if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
            HHGear^.State:= HHGear^.State and (not gstAnimation)
        end;
    exit
    end;

if ((HHGear^.State and gstMoving) <> 0)
or (GHStepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we are moving
    begin
    with Hedgehog^ do
        if (CurAmmoGear = nil)
        and (HHGear^.dY > _0_39)
        and (CurAmmoType = amParachute) then
            HHGear^.Message:= HHGear^.Message or gmAttack;
    // check for case with ammo
    t:= CheckGearNear(HHGear, gtCase, 36, 36);
    if (t <> nil) and (t^.State and gstFrozen = 0) then
        PickUp(HHGear, t)
    end;

if (CurAmmoGear = nil) then
    if (((HHGear^.Message and gmAttack) <> 0)
    or ((HHGear^.State and gstAttacking) <> 0)) then
        Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
    else
else
    with Hedgehog^ do
        if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
        and ((HHGear^.Message and gmLJump) <> 0)
        and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
            begin
            Attack(HHGear);
            HHGear^.Message:= HHGear^.Message and (not gmLJump)
            end;

if (CurAmmoGear = nil)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)  then
    begin
    if ((HHGear^.Message and gmSlot) <> 0) then
        if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);

    if ((HHGear^.Message and gmWeapon) <> 0) then
        HHSetWeapon(HHGear);

    if ((HHGear^.Message and gmTimer) <> 0) then
        HHSetTimer(HHGear);
    end;

if CurAmmoGear <> nil then
    begin
    CurAmmoGear^.Message:= HHGear^.Message;
    exit
    end;

    HedgehogChAngle(HHGear);

if (HHGear^.State and gstMoving) <> 0 then
    begin
    wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);

    if ((HHGear^.Message and gmHJump) <> 0) and wasJumping and ((HHGear^.State and gstHHHJump) = 0) then
        if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
            begin
            HHGear^.State:= HHGear^.State or gstHHHJump;
            HHGear^.dY:= -_0_25;
            if not cArtillery then
                HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
            PlaySoundV(sndJump2, Hedgehog^.Team^.voicepack)
            end;

    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));

    if (not cArtillery) and wasJumping and (TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) <> 0) then
        SetLittle(HHGear^.dX);

    if Hedgehog^.Gear <> nil then
        doStepHedgehogMoving(HHGear);

    if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
        begin
        AddCI(HHGear);
        if wasJumping then
            GHStepTicks:= 410
        else
            GHStepTicks:= 95
        end;
    exit
    end;

    if not(isInMultiShoot and (Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])) and (Hedgehog^.Gear <> nil) then
        begin
        if GHStepTicks > 0 then
            dec(GHStepTicks);
        if (GHStepTicks = 0) then
            HedgehogStep(HHGear)
        end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
var prevState: Longword;
    s: ansistring;
begin
prevState:= Gear^.State;

doStepHedgehogMoving(Gear);

if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
    begin
    if Gear^.Damage > 0 then
        CalcRotationDirAngle(Gear);
    AllInactive:= false;
    exit
    end;

if (Gear^.Health = 0) then
    begin
    if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
        begin
        Gear^.Timer:= 0;
        FollowGear:= Gear;
        PrvInactive:= false;
        AllInactive:= false;

        if (Gear^.State and gstHHGone) = 0 then
            begin
            Gear^.Hedgehog^.Effects[hePoisoned] := 0;
            if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
                begin
                ResurrectHedgehog(Gear);
                end
            else
                begin
                Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
                Gear^.doStep:= @doStepHedgehogDead;
                // Death message
                s:= ansistring(Gear^.Hedgehog^.Name);
                AddCaption(FormatA(GetEventString(eidDied), s), cWhiteColor, capgrpMessage);
                end;
            end
        else
            begin
            Gear^.State:= Gear^.State and (not gstAnimation);
            Gear^.doStep:= @doStepHedgehogGone;

            // Gone message
            s:= ansistring(Gear^.Hedgehog^.Name);
            AddCaption(FormatA(GetEventString(eidGone), s), cWhiteColor, capgrpMessage);
            end
        end;
    exit
    end;

if ((Gear^.State and gstWait) = 0) and
    (prevState <> Gear^.State) then
    begin
    Gear^.State:= Gear^.State or gstWait;
    Gear^.Timer:= 150
    end
else
    begin
    if Gear^.Timer = 0 then
        begin
        Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstChooseTarget));
        if Gear^.Hedgehog^.Effects[heFrozen] = 0 then Gear^.Active:= false;
        AddCI(Gear);
        exit
        end
    else dec(Gear^.Timer)
    end;

AllInactive:= false
end;

procedure CheckIce(Gear: PGear); inline;
(*
var x,y,tx,ty: LongInt;
    tdX, tdY, slope: hwFloat;
    land: Word; *)
var slope: hwFloat;
begin
    if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0)
    and (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0)
    and ((Gear^.Hedgehog = nil) or ((Gear^.Hedgehog^.Effects[heFrozen] = 0) or (Gear^.Hedgehog^.Effects[heFrozen] > 255)))
    and (not Gear^.dY.isNegative) and TurnClockActive and (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
        begin
        slope:= CalcSlopeBelowGear(Gear);
        if slope.QWordValue > 730144440 then // ignore mild slopes
            begin
            Gear^.dX:=Gear^.dX+slope*cGravity*_256;
            Gear^.State:= Gear^.State or gstMoving
            end
        end;
(*
    x:= hwRound(Gear^.X);
    y:= hwRound(Gear^.Y);
    AddVisualGear(x, y, vgtSmokeTrace);
    AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
    AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
    AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
    AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
    AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
    AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
    AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
    AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
    AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
    AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
var tX: hwFloat;
begin
// it might make sense to skip more than just drowning check here
if (not Gear^.Hedgehog^.Unplaced) then
    CheckGearDrowning(Gear);
if Gear = nil then exit;
tX:= Gear^.X;
if WorldWrap(Gear) then
    begin
    if (WorldEdge <> weBounce) and (Gear = CurrentHedgehog^.Gear) and
       (CurAmmoGear <> nil) and (CurAmmoGear^.Kind =gtRope) and (CurAmmoGear^.Elasticity <> _0) then
       CurAmmoGear^.PortalCounter:= 1;
    if (WorldEdge = weWrap) and ((TestCollisionXwithGear(Gear, 1) <> 0) or (TestCollisionXwithGear(Gear, -1) <> 0))  then
        begin
        Gear^.X:= tX;
        Gear^.dX.isNegative:= (hwRound(tX) > LongInt(leftX) + Gear^.Radius * 2)
        end
    end;

CheckSum:= CheckSum xor Gear^.Hedgehog^.BotLevel;
if (Gear^.Message and gmDestroy) <> 0 then
    begin
    DeleteGear(Gear);
    exit
    end;
if GameTicks mod 128 = 0 then CheckIce(Gear);
(*
if Gear^.Hedgehog^.Effects[heFrozen] > 0 then
    begin
    if (Gear^.Hedgehog^.Effects[heFrozen] > 256) and (CurrentHedgehog^.Team^.Clan <> Gear^.Hedgehog^.Team^.Clan) then
        dec(Gear^.Hedgehog^.Effects[heFrozen])
    else if GameTicks mod 10 = 0 then
        dec(Gear^.Hedgehog^.Effects[heFrozen])
    end;
*)
if (GameTicks mod 10 = 0) and (Gear^.Hedgehog^.Effects[heFrozen] > 0) and (Gear^.Hedgehog^.Effects[heFrozen] < 256) then
    dec(Gear^.Hedgehog^.Effects[heFrozen]);
if (Gear^.State and gstHHDriven) = 0 then
    doStepHedgehogFree(Gear)
else
    begin
    with Gear^.Hedgehog^ do
        if Team^.hasGone then
            TeamGoneEffect(Team^)
        else
            doStepHedgehogDriven(Gear)
    end;
end;

end.