--- a/hedgewars/uGearsHandlersMess.pas Fri Oct 05 16:36:41 2018 +0200
+++ b/hedgewars/uGearsHandlersMess.pas Fri Oct 05 16:49:17 2018 +0200
@@ -138,7 +138,6 @@
procedure doStepGenericFaller(Gear: PGear);
procedure doStepCreeper(Gear: PGear);
procedure doStepKnife(Gear: PGear);
-procedure doStepDuck(Gear: PGear);
procedure doStepMinigunWork(Gear: PGear);
procedure doStepMinigun(Gear: PGear);
procedure doStepMinigunBullet(Gear: PGear);
@@ -6839,179 +6838,6 @@
end;
////////////////////////////////////////////////////////////////////////////////
-procedure doStepDuck(Gear: PGear);
-begin
- // Mirror duck on bounce world edge, even turn around later
- if WorldWrap(Gear) and (WorldEdge = weBounce) then
- begin
- Gear^.Tag:= Gear^.Tag * -1;
- if Gear^.Pos = 2 then
- Gear^.Pos:= 1
- else if Gear^.Pos = 1 then
- Gear^.Pos:= 2
- else if Gear^.Pos = 5 then
- Gear^.Pos:= 6
- else if Gear^.Pos = 5 then
- Gear^.Pos:= 5;
- end;
-
- AllInactive := false;
-
- // Duck falls (Pos = 0)
- if Gear^.Pos = 0 then
- doStepFallingGear(Gear);
-
- (* Check if duck is near water surface
- (Karma is distance from water) *)
- if (Gear^.Pos <> 1) and (Gear^.Pos <> 2) and (cWaterLine <= hwRound(Gear^.Y) + Gear^.Karma) then
- begin
- if cWaterLine = hwRound(Gear^.Y) + Gear^.Karma then
- begin
- // Let's make that duck swim!
- // Does the duck come FROM the Sea edge? (left or right)
- if (((Gear^.Pos = 3) or (Gear^.Pos = 7)) and (cWindSpeed > _0)) or (((Gear^.Pos = 4) or (Gear^.Pos = 8)) and (cWindSpeed < _0)) then
- begin
- PlaySound(sndDuckWater);
- Gear^.DirAngle:= 0;
- Gear^.Pos:= 1;
- Gear^.dY:= _0;
- end;
-
- // Duck comes either falling (usual case) or was rising from below
- if (Gear^.Pos = 0) or (Gear^.Pos = 5) or (Gear^.Pos = 6) then
- begin
- PlaySound(sndDroplet2);
- if Gear^.dY > _0_4 then
- PlaySound(sndDuckWater);
- Gear^.Pos:= 1;
- Gear^.dY:= _0;
- end;
- end
- else if Gear^.Pos = 0 then
- Gear^.Pos:= 5;
- end;
-
- // Manual speed handling when duck is on water
- if Gear^.Pos <> 0 then
- begin
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- end;
-
- // Handle speed
- // 1-4: On water: Let's swim!
- if Gear^.Pos = 1 then
- // On water (normal)
- Gear^.dX:= cWindSpeed * Gear^.Damage
- else if Gear^.Pos = 2 then
- // On water, mirrored (after bounce edge bounce)
- Gear^.dX:= -cWindSpeed * Gear^.Damage
- else if Gear^.Pos = 3 then
- // On left Sea edge
- Gear^.dY:= cWindSpeed * Gear^.Damage
- else if Gear^.Pos = 4 then
- // On right Sea edge
- Gear^.dY:= -cWindSpeed * Gear^.Damage
- // 5-8: Underwater: Slowly rise to the surface and slightly follow wind
- else if Gear^.Pos = 5 then
- // Underwater (normal)
- begin
- Gear^.dX:= (cWindSpeed / 4) * Gear^.Damage;
- Gear^.dY:= -_0_07;
- end
- else if Gear^.Pos = 6 then
- // Underwater, mirrored duck (after bounce edge bounce)
- begin
- Gear^.dX:= -(cWindSpeed / 4) * Gear^.Damage;
- Gear^.dY:= -_0_07;
- end
- else if Gear^.Pos = 7 then
- // Inside left Sea edge
- begin
- Gear^.dX:= _0_07;
- Gear^.dY:= (cWindSpeed / 4) * Gear^.Damage;
- end
- else if Gear^.Pos = 8 then
- // Inside right Sea edge
- begin
- Gear^.dX:= -_0_07;
- Gear^.dY:= -(cWindSpeed / 4) * Gear^.Damage;
- end;
-
-
- // Rotate duck and change direction when reaching Sea world edge (Pos 3 or 4)
- if (WorldEdge = weSea) and (Gear^.Pos <> 3) and (Gear^.Pos <> 4) then
- // Swimming TOWARDS left edge
- if (LeftX >= hwRound(Gear^.X) - Gear^.Karma) and ((cWindSpeed < _0) or ((Gear^.Pos = 0) or (Gear^.Pos = 7))) then
- begin
- // Turn duck when reaching edge the first time
- if (Gear^.Pos <> 3) and (Gear^.Pos <> 7) then
- begin
- if Gear^.Tag = 1 then
- Gear^.DirAngle:= 90
- else
- Gear^.DirAngle:= 270;
- end;
-
- // Reaching the edge surface
- if (LeftX = hwRound(Gear^.X) - Gear^.Karma) and (Gear^.Pos <> 3) then
- // We are coming from the horizontal side
- begin
- PlaySound(sndDuckWater);
- Gear^.dX:= _0;
- Gear^.Pos:= 3;
- end
- else
- // We are coming from inside the Sea, go into “surfacing” mode
- Gear^.Pos:= 7;
-
- end
-
- // Swimming TOWARDS right edge (similar to left edge)
- else if (RightX <= hwRound(Gear^.X) + Gear^.Karma) and ((cWindSpeed > _0) or ((Gear^.Pos = 0) or (Gear^.Pos = 8))) then
- begin
- if (Gear^.Pos <> 4) and (Gear^.Pos <> 8) then
- begin
- if Gear^.Tag = 1 then
- Gear^.DirAngle:= 270
- else
- Gear^.DirAngle:= 90;
- end;
-
- if (RightX = hwRound(Gear^.X) + Gear^.Karma) and (Gear^.Pos <> 4) then
- begin
- PlaySound(sndDuckWater);
- Gear^.dX:= _0;
- Gear^.Pos:= 4;
- end
- else
- Gear^.Pos:= 8;
-
- end;
-
-
- if Gear^.Pos <> 0 then
- // Manual collision check required because we don't use onStepFallingGear in this case
- CheckCollision(Gear);
- if (Gear^.Timer = 0) or ((Gear^.State and gstCollision) <> 0) then
- // Explode duck
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
- PlaySound(sndDuckDie);
- DeleteGear(Gear);
- exit;
- end;
-
- // Update timer stuff
- if Gear^.Timer < 6000 then
- Gear^.RenderTimer:= true
- else
- Gear^.RenderTimer:= false;
-
- dec(Gear^.Timer);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
procedure doStepMinigunWork(Gear: PGear);
var HHGear: PGear;
bullet: PGear;
--- a/hedgewars/uGearsList.pas Fri Oct 05 16:36:41 2018 +0200
+++ b/hedgewars/uGearsList.pas Fri Oct 05 16:49:17 2018 +0200
@@ -735,26 +735,6 @@
gear^.Density:= _0;
end;
gtDuck: begin
-{
- gear^.Pos:= 0; // 0: in air, 1-4: on water, 5-8: underwater
- // 1: bottom, 2: bottom (mirrored),
- // 3: left Sea edge, 4: right Sea edge
- // 6: bottom, 7: bottom (mirrored)
- // 7: left Sea edge, 8: right Sea edge
- gear^.Tag:= 1; // 1: facing right, -1: facing left
- if gear^.Timer = 0 then
- gear^.Timer:= 15000; // Explosion timer to avoid duck existing forever
- gear^.Radius:= 9; // Collision radius (with landscape)
- gear^.Karma:= 24; // Distance from water when swimming
- gear^.Damage:= 500; // Speed factor when swimming on water (multiplied with wind speed)
- gear^.State:= gear^.State or gstSubmersible;
- gear^.Elasticity:= _0_6;
- gear^.Friction:= _0_8;
- gear^.Density:= _0_5;
- gear^.AdvBounce:= 1;
-}
-
-
gear^.Radius:= cHHRadius;
gear^.Elasticity:= _0_35;
gear^.Friction:= _0_93;