diff -r dc6ce7eb556b -r c938a35588af hedgewars/uGears.pas --- a/hedgewars/uGears.pas Thu Dec 15 11:06:36 2011 -0500 +++ b/hedgewars/uGears.pas Thu Dec 15 12:57:26 2011 -0500 @@ -39,14 +39,8 @@ procedure freeModule; function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear; function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear; -<<<<<<< local -function GetAmmo: TAmmoType; -function GetUtility: TAmmoType; -======= function GetAmmo(Hedgehog: PHedgehog): TAmmoType; function GetUtility(Hedgehog: PHedgehog): TAmmoType; -procedure ResurrectHedgehog(gear: PGear); ->>>>>>> other procedure HideHog(HH: PHedgehog); procedure RestoreHog(HH: PHedgehog); procedure ProcessGears; @@ -663,113 +657,6 @@ AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(LAND_HEIGHT div 2), gtFlake, 0, _0, _0, 0); end; -procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); -var Gear: PGear; - dmg, dmgRadius, dmgBase: LongInt; - fX, fY: hwFloat; - vg: PVisualGear; - i, cnt: LongInt; -begin -if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')'); -if Radius > 25 then KickFlakes(Radius, X, Y); - -if ((Mask and EXPLNoGfx) = 0) then - begin - vg:= nil; - if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) - else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); - if vg <> nil then - vg^.Tint:= Tint; - end; -if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); - -if (Mask and EXPLAllDamageInRadius) = 0 then - dmgRadius:= Radius shl 1 -else - dmgRadius:= Radius; -dmgBase:= dmgRadius + cHHRadius div 2; -fX:= int2hwFloat(X); -fY:= int2hwFloat(Y); -Gear:= GearsList; -while Gear <> nil do - begin - dmg:= 0; - //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); - //if (dmg > 1) and - if (Gear^.State and gstNoDamage) = 0 then - begin - case Gear^.Kind of - gtHedgehog, - gtMine, - gtBall, - gtMelonPiece, - gtGrenade, - gtClusterBomb, - // gtCluster, too game breaking I think - gtSMine, - gtCase, - gtTarget, - gtFlame, - gtExplosives, - gtStructure: begin -// Run the calcs only once we know we have a type that will need damage - if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then - dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius); - if dmg > 1 then - begin - dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); - //AddFileLog('Damage: ' + inttostr(dmg)); - if (Mask and EXPLNoDamage) = 0 then - begin - if not Gear^.Invulnerable then - ApplyDamage(Gear, AttackingHog, dmg, dsExplosion) - else - Gear^.State:= Gear^.State or gstWinner; - end; - if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then - begin - DeleteCI(Gear); - Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3); - Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3); - - Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); - if not Gear^.Invulnerable then - Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); - Gear^.Active:= true; - if Gear^.Kind <> gtFlame then FollowGear:= Gear - end; - if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then - Gear^.Hedgehog^.Effects[hePoisoned] := true; - end; - - end; - gtGrave: begin -// Run the calcs only once we know we have a type that will need damage - if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then - dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)); - if dmg > 1 then - begin - dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); - Gear^.dY:= - _0_004 * dmg; - Gear^.Active:= true - end - end; - end; - end; - Gear:= Gear^.NextGear - end; - -if (Mask and EXPLDontDraw) = 0 then - if (GameFlags and gfSolidLand) = 0 then - begin - cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk - if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then - for i:= 0 to cnt do - AddVisualGear(X, Y, vgtChunk) - end; - -uAIMisc.AwareOfExplosion(0, 0, 0) -end; procedure ShotgunShot(Gear: PGear); var t: PGear; @@ -901,8 +788,8 @@ end else begin - Gear^.dX:= (Ammo^.dX * Power * _0_01)/(Gear^.Density/_3); - Gear^.dY:= (Ammo^.dY * Power * _0_01)/(Gear^.Density/_3); + Gear^.dX:= Ammo^.dX * Power * _0_01; + Gear^.dY:= Ammo^.dY * Power * _0_01 end; Gear^.Active:= true;