hedgewars/GSHandlers.inc
branchwebgl
changeset 9521 8054d9d775fd
parent 9282 92af50454cf2
parent 9519 b8b5c82eb61b
child 9950 2759212a27de
--- a/hedgewars/GSHandlers.inc	Fri Oct 11 11:55:31 2013 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,5646 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-(*
- * This file contains the step handlers for gears.
- *
- * Important: Since gears change the course of the game, calculations that
- *            lead to different results for different clients/players/machines
- *            should NOT occur!
- *            Use safe functions and data types! (e.g. GetRandom() and hwFloat)
- *)
-
-procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
-var
-    dX, dY, sX, sY: hwFloat;
-    i, steps: LongWord;
-    caller: TGearStepProcedure;
-begin
-    dX:= Gear^.dX;
-    dY:= Gear^.dY;
-    steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
-
-    // Gear is still on the same Pixel it was before
-    if steps < 1 then
-        begin
-        if onlyCheckIfChanged then
-            begin
-            Gear^.X := Gear^.X + dX;
-            Gear^.Y := Gear^.Y + dY;
-            EXIT;
-            end
-        else
-            steps := 1;
-        end;
-
-    if steps > 1 then
-        begin
-        sX:= dX / steps;
-        sY:= dY / steps;
-        end
-
-    else
-        begin
-        sX:= dX;
-        sY:= dY;
-        end;
-
-    caller:= Gear^.doStep;
-
-    for i:= 1 to steps do
-        begin
-        Gear^.X := Gear^.X + sX;
-        Gear^.Y := Gear^.Y + sY;
-        step(Gear);
-        if (Gear^.doStep <> caller)
-        or ((Gear^.State and gstCollision) <> 0)
-        or ((Gear^.State and gstMoving) = 0) then
-            break;
-        end;
-end;
-
-procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
-var
-    gi: PGear;
-    d: LongInt;
-begin
-    gi := GearsList;
-    while gi <> nil do
-        begin
-        if (gi^.Kind = gtHedgehog) then
-            begin
-            d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
-            if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
-                begin
-                if (CurrentHedgehog^.Gear = gi) then
-                    PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
-
-                else
-                    begin
-                    if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
-                        begin
-                        gi^.dX.isNegative:= X<gi^.X;
-                        gi^.State := gi^.State or gstLoser;
-                        end;
-
-                    if d > r div 2 then
-                        PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
-                    else
-                        PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
-                    end;
-                end;
-            end;
-
-        gi := gi^.NextGear
-        end;
-end;
-
-procedure HideHog(HH: PHedgehog);
-begin
-    ScriptCall('onHogHide', HH^.Gear^.Uid);
-    DeleteCI(HH^.Gear);
-    if FollowGear = HH^.Gear then
-        FollowGear:= nil;
-
-    if lastGearByUID = HH^.Gear then
-        lastGearByUID := nil;
-
-    HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
-    with HH^.Gear^ do
-        begin
-        Z := cHHZ;
-        HH^.Gear^.Active:= false;
-        State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
-        Message := Message and (not gmAttack);
-    end;
-    HH^.GearHidden:= HH^.Gear;
-    HH^.Gear:= nil
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrowningGear(Gear: PGear);
-    begin
-    AllInactive := false;
-    Gear^.Y := Gear^.Y + cDrownSpeed;
-    Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
-    // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
-    if (((not SuddenDeathDmg) and (WaterOpacity < $FF))
-    or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
-        if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
-            AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
-    else if Random(12) = 0 then
-             AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);
-    if ((not SuddenDeathDmg) and (WaterOpacity > $FE))
-    or (SuddenDeathDmg and (SDWaterOpacity > $FE))
-    or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
-        DeleteGear(Gear);
-    end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFallingGear(Gear: PGear);
-var
-    isFalling: boolean;
-    //tmp: QWord;
-    tdX, tdY: hwFloat;
-    collV, collH: LongInt;
-    land: word;
-begin
-    // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
-{$IFNDEF WEBGL}
-    if Gear^.dX.Round > 2 then
-        Gear^.dX.QWordValue:= 8589934592;
-    if Gear^.dY.Round > 2 then
-        Gear^.dY.QWordValue:= 8589934592;
-{$ELSE}
-    if Gear^.dX.Round > 2 then
-        begin
-        Gear^.dX.Round:= 2;
-        Gear^.dX.Frac:= 0
-        end;
-    if Gear^.dY.QWordValue > 2 then
-        begin
-        Gear^.dY.Round:= 2;
-        Gear^.dY.Frac:= 0
-        end;
-{$ENDIF}
-    Gear^.State := Gear^.State and (not gstCollision);
-    collV := 0;
-    collH := 0;
-    tdX := Gear^.dX;
-    tdY := Gear^.dY;
-
-
-
-// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
-    if (hwRound(Gear^.X) < min(LAND_WIDTH div -2, -2048))
-    or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
-        Gear^.State := Gear^.State or gstCollision;
-
-    if Gear^.dY.isNegative then
-        begin
-        isFalling := true;
-        land:= TestCollisionYwithGear(Gear, -1);
-        if land <> 0 then
-            begin
-            collV := -1;
-            if land and lfIce <> 0 then
-                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
-            else
-                Gear^.dX := Gear^.dX * Gear^.Friction;
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            Gear^.State := Gear^.State or gstCollision
-            end
-        else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
-            collV := 1;
-        end
-    else
-        begin // Gear^.dY.isNegative is false
-        land:= TestCollisionYwithGear(Gear, 1);
-        if land <> 0 then
-            begin
-            collV := 1;
-            isFalling := false;
-            if land and lfIce <> 0 then
-                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
-            else
-                Gear^.dX := Gear^.dX * Gear^.Friction;
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            Gear^.State := Gear^.State or gstCollision
-            end
-        else
-            begin
-            isFalling := true;
-            if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
-                collV := -1
-            end
-        end;
-
-
-    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
-        begin
-        collH := hwSign(Gear^.dX);
-        Gear^.dX := - Gear^.dX * Gear^.Elasticity;
-        Gear^.dY :=   Gear^.dY * Gear^.Elasticity;
-        Gear^.State := Gear^.State or gstCollision
-        end
-    else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
-        collH := -hwSign(Gear^.dX);
-    //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
-    if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1)
-    or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
-        begin
-        Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
-        Gear^.dY := tdX*Gear^.Elasticity;
-        //*Gear^.Friction;
-        Gear^.dY.isNegative := (not tdY.isNegative);
-        isFalling := false;
-        Gear^.AdvBounce := 10;
-        end;
-
-    if Gear^.AdvBounce > 1 then
-        dec(Gear^.AdvBounce);
-
-    if isFalling then
-        begin
-        Gear^.dY := Gear^.dY + cGravity;
-        if (GameFlags and gfMoreWind) <> 0 then
-            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
-            end;
-
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    if Gear^.Kind <> gtBee then
-        CheckGearDrowning(Gear);
-    //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
-    if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
-        Gear^.State := Gear^.State and (not gstMoving)
-    else
-        Gear^.State := Gear^.State or gstMoving;
-
-    if (Gear^.nImpactSounds > 0) and
-        (Gear^.State and gstCollision <> 0) and
-        (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
-        (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
-            ((Gear^.Radius >= 3) and
-                ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
-        PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBomb(Gear: PGear);
-var
-    i, x, y: LongInt;
-    dX, dY, gdX: hwFloat;
-    vg: PVisualGear;
-begin
-    AllInactive := false;
-
-    doStepFallingGear(Gear);
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 1000 then // might need adjustments
-        case Gear^.Kind of
-            gtGrenade: makeHogsWorry(Gear^.X, Gear^.Y, 50);
-            gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
-            gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
-            gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
-            gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
-        end;
-
-    if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
-        begin
-        CheckCollision(Gear);
-        if (Gear^.State and gstCollision) <> 0 then
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
-        end;
-
-    if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
-        begin
-        vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-        if vg <> nil then
-            vg^.Tint:= $FFC0C000;
-        end;
-
-    if Gear^.Timer = 0 then
-        begin
-        case Gear^.Kind of
-            gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
-            gtClusterBomb:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                gdX:= Gear^.dX;
-                doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 4 do
-                    begin
-                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
-                    dY := (GetRandomf - _3) * _0_08;
-                    FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
-                    end
-                end;
-            gtWatermelon:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                gdX:= Gear^.dX;
-                doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 5 do
-                    begin
-                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
-                    dY := (GetRandomf - _1_5) * _0_3;
-                    FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
-                    FollowGear^.DirAngle := i * 60
-                    end
-                end;
-            gtHellishBomb:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
-
-                for i:= 0 to 127 do
-                    begin
-                    dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
-                    dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
-                    if i mod 2 = 0 then
-                        begin
-                        AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
-                        AddGear(x, y, gtFlame, 0, dX, -dY, 0)
-                        end
-                    else
-                        begin
-                        AddGear(x, y, gtFlame, 0, dX, dY, 0);
-                        AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
-                        end;
-                    end
-                end;
-            gtGasBomb:
-                begin
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 2 do
-                    begin
-                    x:= GetRandom(60);
-                    y:= GetRandom(40);
-                    FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
-                    end
-                end;
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-
-    CalcRotationDirAngle(Gear);
-
-    if Gear^.Kind = gtHellishBomb then
-        begin
-
-        if Gear^.Timer = 3000 then
-            begin
-            Gear^.nImpactSounds := 0;
-            PlaySound(sndHellish);
-            end;
-
-        if (GameTicks and $3F) = 0 then
-            if (Gear^.State and gstCollision) = 0 then
-                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMolotov(Gear: PGear);
-var
-    s: Longword;
-    i, gX, gY: LongInt;
-    dX, dY: hwFloat;
-    smoke, glass: PVisualGear;
-begin
-    AllInactive := false;
-
-    doStepFallingGear(Gear);
-    CalcRotationDirAngle(Gear);
-
-    // let's add some smoke depending on speed
-    s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
-    if (GameTicks mod s) = 0 then
-        begin
-        // adjust angle to match the texture
-        if Gear^.dX.isNegative then
-             i:= 130
-        else i:= 50;
-
-        smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
-        if smoke <> nil then
-            smoke^.Scale:= 0.75;
-        end;
-
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        PlaySound(sndMolotov);
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        for i:= 0 to 4 do
-            begin
-            (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
-            if glass <> nil then
-                begin
-                glass^.Frame:= 2;
-                glass^.Tint:= $41B83ED0 - i * $10081000;
-                glass^.dX:= 1/(10*(random(11)-5));
-                glass^.dY:= -1/(random(4)+5);
-                end;*)
-            glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
-            if glass <> nil then
-                with glass^ do
-                    begin
-                    Frame:= 2;
-                    Tint:= $41B83ED0 - i * $10081000;
-                    Angle:= random(360);
-                    dx:= 0.0000001;
-                    dy:= 0;
-                    if random(2) = 0 then
-                        dx := -dx;
-                    FrameTicks:= 750;
-                    State:= ord(sprEgg)
-                    end;
-            end;
-        for i:= 0 to 24 do
-            begin
-            dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
-            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
-            AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepCluster(Gear: PGear);
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-    end;
-
-    if (Gear^.Kind = gtMelonPiece)
-    or (Gear^.Kind = gtBall) then
-        CalcRotationDirAngle(Gear)
-    else if (GameTicks and $1F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShell(Gear: PGear);
-begin
-    AllInactive := false;
-    if (GameFlags and gfMoreWind) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-        end;
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowball(Gear: PGear);
-var kick, i: LongInt;
-    particle: PVisualGear;
-    gdX, gdY: hwFloat;
-begin
-    AllInactive := false;
-    if (GameFlags and gfMoreWind) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-    gdX := Gear^.dX;
-    gdY := Gear^.dY;
-    doStepFallingGear(Gear);
-    CalcRotationDirAngle(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
-        Gear^.dX:= gdX;
-        Gear^.dY:= gdY;
-        AmmoShove(Gear, 0, kick);
-        for i:= 15 + kick div 10 downto 0 do
-            begin
-            particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
-            if particle <> nil then
-                particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-    if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
-        begin
-        particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
-        if particle <> nil then
-            particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowflake(Gear: PGear);
-var xx, yy, px, py, rx, ry, lx, ly: LongInt;
-    move, draw, allpx, gun: Boolean;
-    s: PSDL_Surface;
-    p: PLongwordArray;
-    lf: LongWord;
-begin
-inc(Gear^.Pos);
-gun:= (Gear^.State and gstTmpFlag) <> 0;
-move:= false;
-draw:= false;
-if gun then
-    begin
-    Gear^.State:= Gear^.State and (not gstInvisible);
-    doStepFallingGear(Gear);
-    CheckCollision(Gear);
-    if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
-        draw:= true;
-    xx:= hwRound(Gear^.X);
-    yy:= hwRound(Gear^.Y);
-    end
-else if GameTicks and $7 = 0 then
-    begin
-    with Gear^ do
-        begin
-        State:= State and (not gstInvisible);
-        X:= X + cWindSpeed * 3200 + dX;
-        Y:= Y + dY + cGravity * vobFallSpeed * 8;  // using same value as flakes to try and get similar results
-        xx:= hwRound(X);
-        yy:= hwRound(Y);
-        if vobVelocity <> 0 then
-            begin
-            DirAngle := DirAngle + (Damage / 1000);
-            if DirAngle < 0 then
-                DirAngle := DirAngle + 360
-            else if 360 < DirAngle then
-                DirAngle := DirAngle - 360;
-            end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
-        inc(Health, 8);
-        if longword(Health) > vobFrameTicks then
-            begin
-            dec(Health, vobFrameTicks);
-            inc(Timer);
-            if Timer = vobFramesCount then
-                Timer:= 0
-            end;
-*)
-    // move back to cloud layer
-        if yy > cWaterLine then
-            move:= true
-        else if (xx > snowRight) or (xx < snowLeft) then
-            move:=true
-        // Solid pixel encountered
-        else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
-            begin
-            lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
-            if lf = 0 then lf:= lfObject;
-            // If there's room below keep falling
-            if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
-                begin
-                X:= X - cWindSpeed * 1600 - dX;
-                end
-            // If there's room below, on the sides, fill the gaps
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X - _0_8 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X - _0_8 * 2 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X + _0_8 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X + _0_8 * 2 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            // if there's an hog/object below do nothing
-            else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
-                then move:=true
-            else draw:= true
-            end
-        end
-    end;
-if draw then
-    with Gear^ do
-        begin
-        // we've collided with land. draw some stuff and get back into the clouds
-        move:= true;
-        if (Pos > 20) and ((CurAmmoGear = nil)
-        or (CurAmmoGear^.Kind <> gtRope)) then
-            begin
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
-            if not gun then
-                begin
-                dec(yy,3);
-                dec(xx,1)
-                end;
-            s:= SpritesData[sprSnow].Surface;
-            p:= s^.pixels;
-            allpx:= true;
-            for py:= 0 to Pred(s^.h) do
-                begin
-                for px:= 0 to Pred(s^.w) do
-                    begin
-                    lx:=xx + px; ly:=yy + py;
-                    if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
-                        begin
-                        rx:= lx;
-                        ry:= ly;
-                        if cReducedQuality and rqBlurryLand <> 0 then
-                            begin
-                            rx:= rx div 2;ry:= ry div 2;
-                            end;
-                        if Land[yy + py, xx + px] <= lfAllObjMask then
-                            if gun then
-                                begin
-                                LandDirty[yy div 32, xx div 32]:= 1;
-                                if LandPixels[ry, rx] = 0 then
-                                    Land[ly, lx]:=  lfDamaged or lfObject
-                                else Land[ly, lx]:=  lfDamaged or lfBasic
-                                end
-                            else Land[ly, lx]:= lf;
-                        if gun then
-                            LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
-                        else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
-                        end
-                    else allpx:= false
-                    end;
-                p:= @(p^[s^.pitch shr 2])
-                end;
-
-            // Why is this here.  For one thing, there's no test on +1 being safe.
-            //Land[py, px+1]:= lfBasic;
-
-            if allpx then
-                UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
-            else
-                begin
-                UpdateLandTexture(
-                    max(0, min(LAND_WIDTH, xx)),
-                    min(LAND_WIDTH - xx, Pred(s^.w)),
-                    max(0, min(LAND_WIDTH, yy)),
-                    min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
-                );
-                end;
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
-            end
-        end;
-
-if move then
-    begin
-    if gun then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-    Gear^.Pos:= 0;
-    Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
-    Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
-    Gear^.State:= Gear^.State or gstInvisible;
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepGrave(Gear: PGear);
-begin
-    if (Gear^.Message and gmDestroy) <> 0 then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    AllInactive := false;
-
-    if Gear^.dY.isNegative then
-        if TestCollisionY(Gear, -1) then
-            Gear^.dY := _0;
-
-    if (not Gear^.dY.isNegative) then
-        if TestCollisionY(Gear, 1) then
-        begin
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            if Gear^.dY > - _1div1024 then
-            begin
-                Gear^.Active := false;
-                exit
-            end
-            else if Gear^.dY < - _0_03 then
-                PlaySound(Gear^.ImpactSound)
-        end;
-
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    CheckGearDrowning(Gear);
-    Gear^.dY := Gear^.dY + cGravity
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBeeWork(Gear: PGear);
-var
-    t: hwFloat;
-    gX,gY,i: LongInt;
-    uw, nuw: boolean;
-    flower: PVisualGear;
-
-begin
-    AllInactive := false;
-    gX := hwRound(Gear^.X);
-    gY := hwRound(Gear^.Y);
-    uw := (Gear^.Tag <> 0); // was bee underwater last tick?
-    nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now?
-
-    // if water entered or left
-    if nuw <> uw then
-        begin
-        AddVisualGear(gX, cWaterLine, vgtSplash);
-        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
-        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
-        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
-        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
-        StopSoundChan(Gear^.SoundChannel);
-        if nuw then
-            begin
-            Gear^.SoundChannel := LoopSound(sndBeeWater);
-            Gear^.Tag := 1;
-        end
-        else
-            begin
-            Gear^.SoundChannel := LoopSound(sndBee);
-            Gear^.Tag := 0;
-            end;
-        end;
-
-
-    if Gear^.Timer = 0 then
-        Gear^.RenderTimer:= false
-    else
-        begin
-        if (GameTicks and $F) = 0 then
-            begin
-            if (GameTicks and $30) = 0 then
-                AddVisualGear(gX, gY, vgtBeeTrace);
-            Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX));
-            Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY));
-            // make sure new speed isn't higher than original one (which we stored in Friction variable)
-            t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
-            Gear^.dX := Gear^.dX * t;
-            Gear^.dY := Gear^.dY * t;
-            end;
-
-        Gear^.X := Gear^.X + Gear^.dX;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-
-        end;
-
-
-    CheckCollision(Gear);
-    if ((Gear^.State and gstCollision) <> 0) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        for i:= 0 to 31 do
-            begin
-            flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
-            if flower <> nil then
-                with flower^ do
-                    begin
-                    Scale:= 0.75;
-                    dx:= 0.001 * (random(200));
-                    dy:= 0.001 * (random(200));
-                    if random(2) = 0 then
-                        dx := -dx;
-                    if random(2) = 0 then
-                        dy := -dy;
-                    FrameTicks:= random(250) + 250;
-                    State:= ord(sprTargetBee);
-                    end;
-            end;
-        DeleteGear(Gear);
-    end;
-
-    if (Gear^.Timer > 0) then
-        dec(Gear^.Timer)
-    else
-        begin
-        if nuw then
-           begin
-            StopSoundChan(Gear^.SoundChannel);
-            CheckGearDrowning(Gear);
-            end
-        else
-            doStepFallingGear(Gear);
-        end;
-end;
-
-procedure doStepBee(Gear: PGear);
-begin
-    AllInactive := false;
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    Gear^.dY := Gear^.dY + cGravity;
-    CheckCollision(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-    end;
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
-        Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
-        AttackBar:= 0;
-
-        Gear^.SoundChannel := LoopSound(sndBee);
-        Gear^.Timer := 5000;
-        // save initial speed in otherwise unused Friction variable
-        Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
-        Gear^.doStep := @doStepBeeWork
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShotIdle(Gear: PGear);
-begin
-    AllInactive := false;
-    inc(Gear^.Timer);
-    if Gear^.Timer > 75 then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepShotgunShot(Gear: PGear);
-var
-    i: LongWord;
-    shell: PVisualGear;
-begin
-    AllInactive := false;
-
-    if ((Gear^.State and gstAnimation) = 0) then
-        begin
-        dec(Gear^.Timer);
-        if Gear^.Timer = 0 then
-            begin
-            PlaySound(sndShotgunFire);
-            shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
-            if shell <> nil then
-                begin
-                shell^.dX := gear^.dX.QWordValue / -17179869184;
-                shell^.dY := gear^.dY.QWordValue / -17179869184;
-                shell^.Frame := 0
-                end;
-            Gear^.State := Gear^.State or gstAnimation
-            end;
-            exit
-        end else
-        if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
-            begin
-            DeleteGear(Gear);
-            AfterAttack;
-            exit
-            end
-    else
-        inc(Gear^.Timer);
-
-        i := 200;
-    repeat
-        Gear^.X := Gear^.X + Gear^.dX;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        CheckCollision(Gear);
-        if (Gear^.State and gstCollision) <> 0 then
-            begin
-            Gear^.X := Gear^.X + Gear^.dX * 8;
-            Gear^.Y := Gear^.Y + Gear^.dY * 8;
-            ShotgunShot(Gear);
-            Gear^.doStep := @doStepShotIdle;
-            exit
-            end;
-
-        CheckGearDrowning(Gear);
-        if (Gear^.State and gstDrowning) <> 0 then
-            begin
-            Gear^.doStep := @doStepShotIdle;
-            exit
-            end;
-        dec(i)
-    until i = 0;
-    if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
-        Gear^.doStep := @doStepShotIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure spawnBulletTrail(Bullet: PGear);
-var oX, oY: hwFloat;
-    VGear: PVisualGear;
-begin
-    if Bullet^.PortalCounter = 0 then
-        begin
-        ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
-        oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
-        end
-    else
-        begin
-        ox:= Bullet^.Elasticity;
-        oy:= Bullet^.Friction;
-        end;
-
-        // Bullet trail
-        VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
-
-        if VGear <> nil then
-            begin
-            VGear^.X:= hwFloat2Float(ox);
-            VGear^.Y:= hwFloat2Float(oy);
-            VGear^.dX:= hwFloat2Float(Bullet^.X);
-            VGear^.dY:= hwFloat2Float(Bullet^.Y);
-
-            // reached edge of land. assume infinite beam. Extend it way out past camera
-            if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
-            or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
-                    // only extend if not under water
-                    if hwRound(Bullet^.Y) < cWaterLine then
-                        begin
-                        VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
-                        VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
-                        end;
-
-            VGear^.Timer := 200;
-            end;
-end;
-
-procedure doStepBulletWork(Gear: PGear);
-var
-    i: LongInt;
-    x, y: LongWord;
-    oX, oY: hwFloat;
-    VGear: PVisualGear;
-begin
-    AllInactive := false;
-    inc(Gear^.Timer);
-    i := 80;
-    oX := Gear^.X;
-    oY := Gear^.Y;
-    repeat
-        Gear^.X := Gear^.X + Gear^.dX;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-
-        if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then
-            inc(Gear^.Damage);
-        // let's interrupt before a collision to give portals a chance to catch the bullet
-        if (Gear^.Damage = 1) and (Gear^.Tag = 0) and (not(CheckLandValue(x, y, lfLandMask))) then
-            begin
-            Gear^.Tag := 1;
-            Gear^.Damage := 0;
-            Gear^.X := Gear^.X - Gear^.dX;
-            Gear^.Y := Gear^.Y - Gear^.dY;
-            CheckGearDrowning(Gear);
-            break;
-            end
-        else
-            Gear^.Tag := 0;
-
-        if Gear^.Damage > 5 then
-            if Gear^.AmmoType = amDEagle then
-                AmmoShove(Gear, 7, 20)
-        else
-            AmmoShove(Gear, Gear^.Timer, 20);
-        CheckGearDrowning(Gear);
-        dec(i)
-    until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
-
-    if Gear^.Damage > 0 then
-        begin
-        DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0
-        end;
-    if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (((not SuddenDeathDmg) and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
-        begin
-        for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
-            begin
-            if Random(6) = 0 then
-                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
-            Gear^.X := Gear^.X + Gear^.dX;
-            Gear^.Y := Gear^.Y + Gear^.dY;
-            end;
-        end;
-
-    if (Gear^.Health <= 0)
-        or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
-        or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
-            begin
-            if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
-                cLaserSighting := false;
-            if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
-                cArtillery := false;
-
-        // Bullet Hit
-            if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
-                begin
-                VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
-                if VGear <> nil then
-                    begin
-                    VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
-                    end;
-                end;
-
-            spawnBulletTrail(Gear);
-            Gear^.doStep := @doStepShotIdle
-            end;
-end;
-
-procedure doStepDEagleShot(Gear: PGear);
-begin
-    PlaySound(sndGun);
-    // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
-    Gear^.X := Gear^.X + Gear^.dX * 3;
-    Gear^.Y := Gear^.Y + Gear^.dY * 3;
-    Gear^.doStep := @doStepBulletWork
-end;
-
-procedure doStepSniperRifleShot(Gear: PGear);
-var
-    HHGear: PGear;
-    shell: PVisualGear;
-begin
-    cArtillery := true;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    HedgehogChAngle(HHGear);
-    if not cLaserSighting then
-        // game does not have default laser sight. turn it on and give them a chance to aim
-        begin
-        cLaserSighting := true;
-        HHGear^.Message := 0;
-        if (HHGear^.Angle >= 32) then
-            dec(HHGear^.Angle,32)
-        end;
-
-    if (HHGear^.Message and gmAttack) <> 0 then
-        begin
-        shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
-        if shell <> nil then
-            begin
-            shell^.dX := gear^.dX.QWordValue / -8589934592;
-            shell^.dY := gear^.dY.QWordValue / -8589934592;
-            shell^.Frame := 1
-            end;
-        Gear^.State := Gear^.State or gstAnimation;
-        Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
-        Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
-        PlaySound(sndGun);
-        // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
-        Gear^.X := Gear^.X + Gear^.dX * 3;
-        Gear^.Y := Gear^.Y + Gear^.dY * 3;
-        Gear^.doStep := @doStepBulletWork;
-        end
-    else
-        if (GameTicks mod 32) = 0 then
-            if (GameTicks mod 4096) < 2048 then
-                begin
-                if (HHGear^.Angle + 1 <= cMaxAngle) then
-                    inc(HHGear^.Angle)
-                end
-    else
-        if (HHGear^.Angle >= 1) then
-            dec(HHGear^.Angle);
-
-    if (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft)
-    else
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepActionTimer(Gear: PGear);
-begin
-dec(Gear^.Timer);
-case Gear^.Kind of
-    gtATStartGame:
-        begin
-        AllInactive := false;
-        if Gear^.Timer = 0 then
-            begin
-            AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
-            end
-        end;
-    gtATFinishGame:
-        begin
-        AllInactive := false;
-        if Gear^.Timer = 1000 then
-            begin
-            ScreenFade := sfToBlack;
-            ScreenFadeValue := 0;
-            ScreenFadeSpeed := 1;
-            end;
-        if Gear^.Timer = 0 then
-            begin
-            SendIPC(_S'N');
-            SendIPC(_S'q');
-            GameState := gsExit
-            end
-        end;
-    end;
-if Gear^.Timer = 0 then
-    DeleteGear(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPickHammerWork(Gear: PGear);
-var
-    i, ei, x, y: LongInt;
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    dec(Gear^.Timer);
-    if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft);
-    if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
-    or((Gear^.Message and gmDestroy) <> 0)
-    or((HHGear^.State and gstHHDriven) =0) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        DeleteGear(Gear);
-        AfterAttack;
-        doStepHedgehogMoving(HHGear);  // for gfInfAttack
-        exit
-        end;
-
-    x:= hwRound(Gear^.X);
-    y:= hwRound(Gear^.Y);
-    if (Gear^.Timer mod 33) = 0 then
-        begin
-        HHGear^.State := HHGear^.State or gstNoDamage;
-        doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw);
-        HHGear^.State := HHGear^.State and (not gstNoDamage)
-        end;
-
-    if (Gear^.Timer mod 47) = 0 then
-        begin
-        // ok. this was an attempt to turn off dust if not actually drilling land.  I have no idea why it isn't working as expected
-        if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
-            for i:= 0 to 1 do
-                AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
-
-        i := x - Gear^.Radius - LongInt(GetRandom(2));
-        ei := x + Gear^.Radius + LongInt(GetRandom(2));
-        while i <= ei do
-            begin
-            DrawExplosion(i, y + 3, 3);
-            inc(i, 1)
-            end;
-
-        if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
-            begin
-            Gear^.X := Gear^.X + Gear^.dX;
-            Gear^.Y := Gear^.Y + _1_9;
-            end;
-        SetAllHHToActive(true);
-        end;
-    if TestCollisionYwithGear(Gear, 1) <> 0 then
-        begin
-        Gear^.dY := _0;
-        SetLittle(HHGear^.dX);
-        HHGear^.dY := _0;
-        end
-    else
-        begin
-        if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
-            begin
-            Gear^.dY := Gear^.dY + cGravity;
-            Gear^.Y := Gear^.Y + Gear^.dY
-            end;
-        if hwRound(Gear^.Y) > cWaterLine then
-            Gear^.Timer := 1
-        end;
-
-    Gear^.X := Gear^.X + HHGear^.dX;
-    if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
-        begin
-        HHGear^.X := Gear^.X;
-        HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
-        end;
-
-    if (Gear^.Message and gmAttack) <> 0 then
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            Gear^.Timer := 1
-    else //there would be a mistake.
-    else
-        if (Gear^.State and gsttmpFlag) = 0 then
-            Gear^.State := Gear^.State or gsttmpFlag;
-    if ((Gear^.Message and gmLeft) <> 0) then
-        Gear^.dX := - _0_3
-    else
-        if ((Gear^.Message and gmRight) <> 0) then
-            Gear^.dX := _0_3
-    else Gear^.dX := _0;
-end;
-
-procedure doStepPickHammer(Gear: PGear);
-var
-    i, y: LongInt;
-    ar: TRangeArray;
-    HHGear: PGear;
-begin
-    i := 0;
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    y := hwRound(Gear^.Y) - cHHRadius * 2;
-    while y < hwRound(Gear^.Y) do
-        begin
-        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
-        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
-        inc(y, 2);
-        inc(i)
-        end;
-
-    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
-    Gear^.dY := HHGear^.dY;
-    DeleteCI(HHGear);
-
-    Gear^.SoundChannel := LoopSound(sndPickhammer);
-    doStepPickHammerWork(Gear);
-    Gear^.doStep := @doStepPickHammerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-var
-    BTPrevAngle, BTSteps: LongInt;
-
-procedure doStepBlowTorchWork(Gear: PGear);
-var
-    HHGear: PGear;
-    b: boolean;
-    prevX: LongInt;
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft);
-
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    HedgehogChAngle(HHGear);
-
-    b := false;
-
-    if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7  then
-        begin
-        Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
-        Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
-        BTPrevAngle := HHGear^.Angle;
-        b := true
-        end;
-
-    if ((HHGear^.State and gstMoving) <> 0) then
-        begin
-        doStepHedgehogMoving(HHGear);
-        if (HHGear^.State and gstHHDriven) = 0 then
-            Gear^.Timer := 0
-        end;
-
-    if Gear^.Timer mod cHHStepTicks = 0 then
-        begin
-        b := true;
-        if Gear^.dX.isNegative then
-            HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
-        else
-            HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
-
-        if ((HHGear^.State and gstMoving) = 0) then
-            begin
-            HHGear^.State := HHGear^.State and (not gstAttacking);
-            prevX := hwRound(HHGear^.X);
-
-            // why the call to HedgehogStep then a further increment of X?
-            if (prevX = hwRound(HHGear^.X)) and
-               CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
-               lfIndestructible) then HedgehogStep(HHGear);
-
-            if (prevX = hwRound(HHGear^.X)) and
-               CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
-               lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
-            HHGear^.State := HHGear^.State or gstAttacking
-            end;
-
-        inc(BTSteps);
-        if BTSteps = 7 then
-            begin
-            BTSteps := 0;
-            if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
-                begin
-                Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
-                Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
-                end;
-            HHGear^.State := HHGear^.State or gstNoDamage;
-            AmmoShove(Gear, 2, 15);
-            HHGear^.State := HHGear^.State and (not gstNoDamage)
-            end;
-        end;
-
-    if b then
-    begin
-        DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
-        HHGear^.Y + Gear^.dY * cHHRadius - _1 -
-        ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
-        Gear^.dX, Gear^.dY,
-        cHHStepTicks, cHHRadius * 2 + 7);
-    end;
-
-    if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
-    or ((HHGear^.Message and gmAttack) <> 0) then
-        begin
-        HHGear^.Message := 0;
-        HHGear^.State := HHGear^.State and (not gstNotKickable);
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepBlowTorch(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    BTPrevAngle := High(LongInt);
-    BTSteps := 0;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
-    Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
-    DrawTunnel(HHGear^.X,
-        HHGear^.Y + Gear^.dY * cHHRadius - _1 -
-        ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
-        Gear^.dX, Gear^.dY,
-        cHHStepTicks, cHHRadius * 2 + 7);
-    HHGear^.Message := 0;
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepBlowTorchWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMine(Gear: PGear);
-var vg: PVisualGear;
-    dxdy: hwFloat;
-begin
-    if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
-    if (Gear^.State and gstMoving) <> 0 then
-        begin
-        DeleteCI(Gear);
-        doStepFallingGear(Gear);
-        if (Gear^.State and gstMoving) = 0 then
-            begin
-            AddGearCI(Gear);
-            Gear^.dX := _0;
-            Gear^.dY := _0
-            end;
-        CalcRotationDirAngle(Gear);
-        AllInactive := false
-        end
-    else if (GameTicks and $3F) = 25 then
-        doStepFallingGear(Gear);
-    if (Gear^.Health = 0) then
-        begin
-        if (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
-            inc(Gear^.Damage, hwRound(dxdy * _50));
-
-        if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
-            begin
-            vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
-            if vg <> nil then
-                vg^.Scale:= 0.5
-            end;
-
-        if (Gear^.Damage > 35) then
-            begin
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            exit
-            end
-        end;
-
-    if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
-        if ((Gear^.State and gstAttacking) = 0) then
-            begin
-            if ((GameTicks and $1F) = 0) then
-                if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
-                    Gear^.State := Gear^.State or gstAttacking
-            end
-        else // gstAttacking <> 0
-            begin
-            AllInactive := false;
-            if (Gear^.Timer and $FF) = 0 then
-                PlaySound(sndMineTick);
-            if Gear^.Timer = 0 then
-                begin
-                if ((Gear^.State and gstWait) <> 0)
-                or (cMineDudPercent = 0)
-                or (getRandom(100) > cMineDudPercent) then
-                    begin
-                    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-                    DeleteGear(Gear)
-                    end
-                else
-                    begin
-                    vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
-                    if vg <> nil then
-                        vg^.Scale:= 0.5;
-                    PlaySound(sndVaporize);
-                    Gear^.Health := 0;
-                    Gear^.Damage := 0;
-                    Gear^.State := Gear^.State and (not gstAttacking)
-                    end;
-                exit
-                end;
-            dec(Gear^.Timer);
-            end
-    else // gsttmpFlag = 0
-        if (TurnTimeLeft = 0)
-        or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
-        or (Gear^.Hedgehog^.Gear = nil) then
-            Gear^.State := Gear^.State or gsttmpFlag;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSMine(Gear: PGear);
-begin
-    // TODO: do real calculation?
-    if TestCollisionXwithGear(Gear, 2)
-    or (TestCollisionYwithGear(Gear, -2) <> 0)
-    or TestCollisionXwithGear(Gear, -2)
-    or (TestCollisionYwithGear(Gear, 2) <> 0) then
-        begin
-        if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
-            begin
-            PlaySound(sndRopeAttach);
-            Gear^.dX:= _0;
-            Gear^.dY:= _0;
-            AddGearCI(Gear);
-            end;
-        end
-    else
-        begin
-        DeleteCI(Gear);
-        doStepFallingGear(Gear);
-        AllInactive := false;
-        CalcRotationDirAngle(Gear);
-        end;
-
-    if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
-        begin
-        if ((Gear^.State and gstAttacking) = 0) then
-            begin
-            if ((GameTicks and $1F) = 0) then
-                if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
-                    Gear^.State := Gear^.State or gstAttacking
-            end
-        else // gstAttacking <> 0
-        begin
-            AllInactive := false;
-            if Gear^.Timer = 0 then
-                begin
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-                DeleteGear(Gear);
-                exit
-            end else
-                if (Gear^.Timer and $FF) = 0 then
-                    PlaySound(sndMineTick);
-
-            dec(Gear^.Timer);
-                end
-        end
-    else // gsttmpFlag = 0
-        if (TurnTimeLeft = 0)
-        or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
-        or (Gear^.Hedgehog^.Gear = nil) then
-            Gear^.State := Gear^.State or gsttmpFlag;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDynamite(Gear: PGear);
-begin
-    doStepFallingGear(Gear);
-    AllInactive := false;
-    if Gear^.Timer mod 166 = 0 then
-        inc(Gear^.Tag);
-    if Gear^.Timer = 1000 then // might need better timing
-        makeHogsWorry(Gear^.X, Gear^.Y, 75);
-    if Gear^.Timer = 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-        end;
-    dec(Gear^.Timer);
-end;
-
-///////////////////////////////////////////////////////////////////////////////
-
-procedure doStepRollingBarrel(Gear: PGear);
-var
-    i: LongInt;
-    particle: PVisualGear;
-    dxdy: hwFloat;
-begin
-    if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
-        SetLittle(Gear^.dY);
-    Gear^.State := Gear^.State or gstAnimation;
-    if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and (not gstFrozen);
-
-    if ((Gear^.dX.QWordValue <> 0)
-    or (Gear^.dY.QWordValue <> 0))  then
-        begin
-        DeleteCI(Gear);
-        AllInactive := false;
-        dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
-        doStepFallingGear(Gear);
-        if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
-            begin
-            if (TestCollisionYwithGear(Gear, 1) <> 0) then
-                begin
-                Gear^.State := Gear^.State or gsttmpFlag;
-                for i:= min(12, hwRound(dxdy*_10)) downto 0 do
-                    begin
-                    particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
-                    if particle <> nil then
-                        particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-                    end
-                end;
-            inc(Gear^.Damage, hwRound(dxdy * _50))
-            end;
-        CalcRotationDirAngle(Gear);
-        //CheckGearDrowning(Gear)
-        end
-    else
-        begin
-        Gear^.State := Gear^.State or gsttmpFlag;
-        AddGearCI(Gear)
-        end;
-
-(*
-Attempt to make a barrel knock itself over an edge.  Would need more checks to avoid issues like burn damage
-    begin
-    x:= hwRound(Gear^.X);
-    y:= hwRound(Gear^.Y);
-    if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
-        if (Land[y+1, x] = 0) then
-            begin
-            if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
-                Gear^.dX:= -_0_08
-            else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
-                Gear^.dX:= _0_08;
-            end;
-    if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
-    end; *)
-
-    if (not Gear^.dY.isNegative) and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
-        Gear^.dY := _0;
-    if hwAbs(Gear^.dX) < _0_001 then
-        Gear^.dX := _0;
-
-    if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
-        if (cBarrelHealth div Gear^.Health) > 2 then
-            AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
-    else
-        AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
-    dec(Gear^.Health, Gear^.Damage);
-    Gear^.Damage := 0;
-    if Gear^.Health <= 0 then
-        doStepCase(Gear);
-end;
-
-procedure doStepCase(Gear: PGear);
-var
-    i, x, y: LongInt;
-    k: TGearType;
-    dX, dY: HWFloat;
-    hog: PHedgehog;
-    sparkles: PVisualGear;
-    gi: PGear;
-begin
-    k := Gear^.Kind;
-
-    if (Gear^.Message and gmDestroy) > 0 then
-        begin
-        DeleteGear(Gear);
-        FreeActionsList;
-        SetAllToActive;
-        // something (hh, mine, etc...) could be on top of the case
-        with CurrentHedgehog^ do
-            if Gear <> nil then
-                Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
-        exit
-        end;
-    if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and (not gstFrozen);
-
-    if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
-        begin
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-        hog:= Gear^.Hedgehog;
-
-        DeleteGear(Gear);
-        // <-- delete gear!
-
-        if k = gtCase then
-            begin
-            doMakeExplosion(x, y, 25, hog, EXPLAutoSound);
-            for i:= 0 to 63 do
-                AddGear(x, y, gtFlame, 0, _0, _0, 0);
-            end
-        else if k = gtExplosives then
-                begin
-                doMakeExplosion(x, y, 75, hog, EXPLAutoSound);
-                for i:= 0 to 31 do
-                    begin
-                    dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
-                    dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
-                    AddGear(x, y, gtFlame, 0, dX, dY, 0);
-                    AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
-                    end
-                end;
-            exit
-        end;
-
-    if k = gtExplosives then
-        begin
-        //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
-        if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
-            begin
-            Gear^.doStep := @doStepRollingBarrel;
-            exit;
-            end
-        else Gear^.dX:= _0;
-
-        if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
-            if (cBarrelHealth div Gear^.Health) > 2 then
-                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
-            else
-                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0;
-        end
-    else
-        begin
-        if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
-            begin
-            gi := GearsList;
-            while gi <> nil do
-                begin
-                if gi^.Kind = gtGenericFaller then
-                    begin
-                    gi^.Active:= true;
-                    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
-            end;
-
-        if Gear^.Timer = 500 then
-            begin
-(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
-   voices. Reinforcements voices is heard for active team, not team-to-be.  Either that or change crate spawn from end of turn to start, although that
-   has its own complexities. *)
-            // Abuse a couple of gear values to track origin
-            Gear^.Angle:= hwRound(Gear^.Y);
-            Gear^.Tag:= random(2);
-            inc(Gear^.Timer)
-            end;
-        if Gear^.Timer < 1833 then inc(Gear^.Timer);
-        if Gear^.Timer = 1000 then
-            begin
-            sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
-            if sparkles <> nil then
-                begin
-                sparkles^.dX:= 0;
-                sparkles^.dY:= 0;
-                sparkles^.Angle:= 270;
-                if Gear^.Tag = 1 then
-                    sparkles^.Tint:= $3744D7FF
-                else sparkles^.Tint:= $FAB22CFF
-                end;
-            end;
-        if Gear^.Timer < 1000 then
-            begin
-            AllInactive:= false;
-            exit
-            end
-        end;
-
-
-    if (Gear^.dY.QWordValue <> 0)
-    or (TestCollisionYwithGear(Gear, 1) = 0) then
-        begin
-        AllInactive := false;
-
-        Gear^.dY := Gear^.dY + cGravity;
-
-        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
-            Gear^.dY := _0;
-
-        Gear^.Y := Gear^.Y + Gear^.dY;
-
-        if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
-            SetAllHHToActive(false);
-
-        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
-            begin
-            if (Gear^.dY > _0_2) and (k = gtExplosives) then
-                inc(Gear^.Damage, hwRound(Gear^.dY * _70));
-
-            if Gear^.dY > _0_2 then
-                for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
-                    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            if Gear^.dY > - _0_001 then
-                Gear^.dY := _0
-            else if Gear^.dY < - _0_03 then
-                PlaySound(Gear^.ImpactSound);
-            end;
-        //if Gear^.dY > - _0_001 then Gear^.dY:= _0
-        CheckGearDrowning(Gear);
-        end;
-
-    if (Gear^.dY.QWordValue = 0) then
-        AddGearCI(Gear)
-    else if (Gear^.dY.QWordValue <> 0) then
-        DeleteCI(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepTarget(Gear: PGear);
-begin
-    if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
-        PlaySound(sndWarp);
-
-    if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
-        inc(Gear^.Timer)
-    else if Gear^.Tag = 1 then
-        Gear^.Tag := 2
-    else if Gear^.Tag = 2 then
-            if Gear^.Timer > 0 then
-                dec(Gear^.Timer)
-    else
-        begin
-        DeleteGear(Gear);
-        exit;
-        end;
-
-    doStepCase(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepIdle(Gear: PGear);
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShover(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.State := HHGear^.State or gstNoDamage;
-    DeleteCI(HHGear);
-
-    AmmoShove(Gear, 30, 115);
-
-    HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
-    Gear^.Timer := 250;
-    Gear^.doStep := @doStepIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepWhip(Gear: PGear);
-var
-    HHGear: PGear;
-    i: LongInt;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.State := HHGear^.State or gstNoDamage;
-    DeleteCI(HHGear);
-
-    for i:= 0 to 3 do
-        begin
-        AmmoShove(Gear, 30, 25);
-        Gear^.X := Gear^.X + Gear^.dX * 5
-        end;
-
-    HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
-
-    Gear^.Timer := 250;
-    Gear^.doStep := @doStepIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlame(Gear: PGear);
-var
-    gX,gY,i: LongInt;
-    sticky: Boolean;
-    vgt: PVisualGear;
-    tdX,tdY: HWFloat;
-begin
-    sticky:= (Gear^.State and gsttmpFlag) <> 0;
-    if (not sticky) then AllInactive := false;
-
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        AllInactive := false;
-
-        if ((GameTicks mod 100) = 0) then
-            begin
-            vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
-            if vgt <> nil then
-                begin
-                vgt^.dx:= 0;
-                vgt^.dy:= 0;
-                vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
-                end;
-            end;
-
-
-        if Gear^.dX.QWordValue > _0_01.QWordValue then
-            Gear^.dX := Gear^.dX * _0_995;
-
-        Gear^.dY := Gear^.dY + cGravity;
-        // if sticky then Gear^.dY := Gear^.dY + cGravity;
-
-        if Gear^.dY.QWordValue > _0_2.QWordValue then
-            Gear^.dY := Gear^.dY * _0_995;
-
-        //if sticky then Gear^.X := Gear^.X + Gear^.dX else
-        Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-
-        if (hwRound(Gear^.Y) > cWaterLine) then
-            begin
-            gX := hwRound(Gear^.X);
-            for i:= 0 to 3 do
-                AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
-            PlaySound(sndVaporize);
-            DeleteGear(Gear);
-            exit
-            end
-        end
-    else
-        begin
-        if sticky then
-            begin
-            Gear^.Radius := 7;
-            tdX:= Gear^.dX;
-            tdY:= Gear^.dY;
-            Gear^.dX.QWordValue:= 214748365;
-            Gear^.dY.QWordValue:= 429496730;
-            Gear^.dX.isNegative:= getrandom(2)<>1;
-            Gear^.dY.isNegative:= true;
-            AmmoShove(Gear, 2, 125);
-            Gear^.dX:= tdX;
-            Gear^.dY:= tdY;
-            Gear^.Radius := 1
-            end;
-        if Gear^.Timer > 0 then
-            begin
-            dec(Gear^.Timer);
-            inc(Gear^.Damage)
-            end
-        else
-            begin
-            gX := hwRound(Gear^.X);
-            gY := hwRound(Gear^.Y);
-            // Standard fire
-            if (not sticky) then
-                begin
-                if ((GameTicks and $1) = 0) then
-                    begin
-                    Gear^.Radius := 7;
-                    tdX:= Gear^.dX;
-                    tdY:= Gear^.dY;
-                    Gear^.dX.QWordValue:= 214748365;
-                    Gear^.dY.QWordValue:= 429496730;
-                    Gear^.dX.isNegative:= getrandom(2)<>1;
-                    Gear^.dY.isNegative:= true;
-                    AmmoShove(Gear, 6, 100);
-                    Gear^.dX:= tdX;
-                    Gear^.dY:= tdY;
-                    Gear^.Radius := 1;
-                    end
-                else if ((GameTicks and $3) = 3) then
-                    doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
-                //DrawExplosion(gX, gY, 4);
-
-                if ((GameTicks and $7) = 0) and (Random(2) = 0) then
-                    for i:= Random(2) downto 0 do
-                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
-                if Gear^.Health > 0 then
-                    dec(Gear^.Health);
-                Gear^.Timer := 450 - Gear^.Tag * 8
-                end
-            else
-                begin
-                // Modified fire
-                if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
-                    begin
-                    DrawExplosion(gX, gY, 4);
-
-                    for i:= Random(3) downto 0 do
-                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-                    end;
-
-// This one is interesting.  I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
-                Gear^.Timer := 100 - Gear^.Tag * 3;
-                if (Gear^.Damage > 3000+Gear^.Tag*1500) then
-                    Gear^.Health := 0
-                end
-            end
-        end;
-    if Gear^.Health = 0 then
-        begin
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        if (not sticky) then
-            begin
-            if ((GameTicks and $3) = 0) and (Random(1) = 0) then
-                for i:= Random(2) downto 0 do
-                    AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-            end
-        else
-            for i:= Random(3) downto 0 do
-                AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
-        DeleteGear(Gear)
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFirePunchWork(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    if ((Gear^.Message and gmDestroy) <> 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
-        begin
-        Gear^.Tag := hwRound(HHGear^.Y);
-        DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
-        HHGear^.State := HHGear^.State or gstNoDamage;
-        Gear^.Y := HHGear^.Y;
-        AmmoShove(Gear, 30, 40);
-        HHGear^.State := HHGear^.State and (not gstNoDamage)
-        end;
-
-    HHGear^.dY := HHGear^.dY + cGravity;
-    if (not HHGear^.dY.isNegative) then
-        begin
-        HHGear^.State := HHGear^.State or gstMoving;
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-
-    if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
-        lfIndestructible) then
-            HHGear^.Y := HHGear^.Y + HHGear^.dY
-end;
-
-procedure doStepFirePunch(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    DeleteCI(HHGear);
-    //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
-    HHGear^.dX := SignAs(cLittle, Gear^.dX);
-
-    HHGear^.dY := - _0_3;
-
-    Gear^.X := HHGear^.X;
-    Gear^.dX := SignAs(_0_45, Gear^.dX);
-    Gear^.dY := - _0_9;
-    Gear^.doStep := @doStepFirePunchWork;
-    DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
-
-    PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepParachuteWork(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    inc(Gear^.Timer);
-
-    if (TestCollisionYwithGear(HHGear, 1) <> 0)
-    or ((HHGear^.State and gstHHDriven) = 0)
-    or CheckGearDrowning(HHGear)
-    or ((Gear^.Message and gmAttack) <> 0) then
-        begin
-        with HHGear^ do
-            begin
-            Message := 0;
-            SetLittle(dX);
-            dY := _0;
-            State := State or gstMoving;
-            end;
-        DeleteGear(Gear);
-        isCursorVisible := false;
-        ApplyAmmoChanges(HHGear^.Hedgehog^);
-        exit
-        end;
-
-    HHGear^.X := HHGear^.X + cWindSpeed * 200;
-
-    if (Gear^.Message and gmLeft) <> 0 then
-        HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
-
-    else if (Gear^.Message and gmRight) <> 0 then
-        HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
-
-    if (Gear^.Message and gmUp) <> 0 then
-        HHGear^.Y := HHGear^.Y - cGravity * 40
-
-    else if (Gear^.Message and gmDown) <> 0 then
-        HHGear^.Y := HHGear^.Y + cGravity * 40;
-
-    // don't drift into obstacles
-    if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
-        HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
-    HHGear^.Y := HHGear^.Y + cGravity * 100;
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y
-end;
-
-procedure doStepParachute(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    DeleteCI(HHGear);
-
-    AfterAttack;
-
-    HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
-    HHGear^.Message := HHGear^.Message and (not gmAttack);
-
-    Gear^.doStep := @doStepParachuteWork;
-
-    Gear^.Message := HHGear^.Message;
-    doStepParachuteWork(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepAirAttackWork(Gear: PGear);
-begin
-    AllInactive := false;
-    Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
-
-    if (Gear^.Health > 0) and (not (Gear^.X < Gear^.dX)) and (Gear^.X < Gear^.dX + cAirPlaneSpeed) then
-        begin
-        dec(Gear^.Health);
-            case Gear^.State of
-                0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
-                1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine,    0, cBombsSpeed * Gear^.Tag, _0, 0);
-                2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
-                3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
-            //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
-            //                 Gear^.Tag, _0, 5000);
-            end;
-        Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
-        StopSoundChan(Gear^.SoundChannel, 4000);
-        end;
-
-    if (GameTicks and $3F) = 0 then
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
-    if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
-        begin
-        // avoid to play forever (is this necessary?)
-        StopSoundChan(Gear^.SoundChannel);
-        DeleteGear(Gear)
-        end;
-end;
-
-procedure doStepAirAttack(Gear: PGear);
-begin
-    AllInactive := false;
-
-    if Gear^.X.QWordValue = 0 then
-        begin
-        Gear^.Tag :=  1;
-        Gear^.X := -_2048;
-        end
-    else
-        begin
-        Gear^.Tag := -1;
-        Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
-        end;
-
-    Gear^.Y := int2hwFloat(topY-300);
-    Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
-
-    // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
-    if (Gear^.State = 2) then
-        Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
-    // calcs for regular falling gears
-    else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
-            Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
-                cGravity) * Gear^.Tag;
-
-    Gear^.Health := 6;
-    Gear^.doStep := @doStepAirAttackWork;
-    Gear^.SoundChannel := LoopSound(sndPlane, 4000);
-
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepAirBomb(Gear: PGear);
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        {$IFNDEF PAS2C}
-        with mobileRecord do
-            if (performRumble <> nil) and (not fastUntilLag) then
-                performRumble(kSystemSoundID_Vibrate);
-        {$ENDIF}
-        exit
-        end;
-    if (GameTicks and $3F) = 0 then
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepGirder(Gear: PGear);
-var
-    HHGear: PGear;
-    x, y, tx, ty: hwFloat;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    tx := int2hwFloat(Gear^.Target.X);
-    ty := int2hwFloat(Gear^.Target.Y);
-    x := HHGear^.X;
-    y := HHGear^.Y;
-
-    if (Distance(tx - x, ty - y) > _256)
-    or (not (TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false))) then
-        begin
-        PlaySound(sndDenied);
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        HHGear^.State := HHGear^.State and (not gstAttacking);
-        HHGear^.State := HHGear^.State or gstHHChooseTarget;
-        isCursorVisible := true;
-        DeleteGear(Gear)
-        end
-    else
-        begin
-        PlaySound(sndPlaced);
-        DeleteGear(Gear);
-        AfterAttack;
-        end;
-
-    HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
-    HHGear^.Message := HHGear^.Message and (not gmAttack);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepTeleportAfter(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    doStepHedgehogMoving(HHGear);
-    // if not infattack mode wait for hedgehog finish falling to collect cases
-    if ((GameFlags and gfInfAttack) <> 0)
-    or ((HHGear^.State and gstMoving) = 0)
-    or (Gear^.Hedgehog^.Gear^.Damage > 0)
-    or ((HHGear^.State and gstDrowning) = 1) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepTeleportAnim(Gear: PGear);
-begin
-    if (Gear^.Hedgehog^.Gear^.Damage > 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        end;
-    inc(Gear^.Timer);
-    if Gear^.Timer = 65 then
-        begin
-        Gear^.Timer := 0;
-        inc(Gear^.Pos);
-        if Gear^.Pos = 11 then
-            Gear^.doStep := @doStepTeleportAfter
-        end;
-end;
-
-procedure doStepTeleport(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if (not (TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
-        Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
-        sprHHTelepMask, 0, false, false))) then
-        begin
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        HHGear^.State := HHGear^.State and (not gstAttacking);
-        HHGear^.State := HHGear^.State or gstHHChooseTarget;
-        DeleteGear(Gear);
-        isCursorVisible := true;
-        PlaySound(sndDenied)
-        end
-    else
-        begin
-        DeleteCI(HHGear);
-        SetAllHHToActive(true);
-        Gear^.doStep := @doStepTeleportAnim;
-
-  // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
-        Gear^.dX := HHGear^.dX;
-        // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
-        HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
-        Gear^.X := HHGear^.X;
-        Gear^.Y := HHGear^.Y;
-        HHGear^.X := int2hwFloat(Gear^.Target.X);
-        HHGear^.Y := int2hwFloat(Gear^.Target.Y);
-        HHGear^.State := HHGear^.State or gstMoving;
-        Gear^.Hedgehog^.Unplaced := false;
-        isCursorVisible := false;
-        playSound(sndWarp)
-        end;
-    Gear^.Target.X:= NoPointX
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSwitcherWork(Gear: PGear);
-var
-    HHGear: PGear;
-    hedgehog: PHedgehog;
-    State: Longword;
-begin
-    AllInactive := false;
-
-    if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
-        begin
-        hedgehog := Gear^.Hedgehog;
-        //Msg := Gear^.Message and (not gmSwitch);
-        DeleteGear(Gear);
-        ApplyAmmoChanges(hedgehog^);
-
-        HHGear := CurrentHedgehog^.Gear;
-        ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //HHGear^.Message := Msg;
-        exit
-        end;
-
-    if (Gear^.Message and gmSwitch) <> 0 then
-        begin
-        HHGear := CurrentHedgehog^.Gear;
-        HHGear^.Message := HHGear^.Message and (not gmSwitch);
-        Gear^.Message := Gear^.Message and (not gmSwitch);
-        State := HHGear^.State;
-        HHGear^.State := 0;
-        HHGear^.Z := cHHZ;
-        HHGear^.Active := false;
-        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-
-        PlaySound(sndSwitchHog);
-
-        repeat
-            CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
-        until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
-              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
-              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
-
-        SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
-        AmmoMenuInvalidated:= true;
-
-        HHGear := CurrentHedgehog^.Gear;
-        HHGear^.State := State;
-        HHGear^.Active := true;
-        FollowGear := HHGear;
-        HHGear^.Z := cCurrHHZ;
-        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-        Gear^.X := HHGear^.X;
-        Gear^.Y := HHGear^.Y
-        end;
-end;
-
-procedure doStepSwitcher(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    Gear^.doStep := @doStepSwitcherWork;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    OnUsedAmmo(HHGear^.Hedgehog^);
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not gmAttack)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMortar(Gear: PGear);
-var
-    dX, dY, gdX, gdY: hwFloat;
-    i: LongInt;
-begin
-    AllInactive := false;
-    gdX := Gear^.dX;
-    gdY := Gear^.dY;
-
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
-        gdX.isNegative := not gdX.isNegative;
-        gdY.isNegative := not gdY.isNegative;
-        gdX:= gdX*_0_2;
-        gdY:= gdY*_0_2;
-
-        for i:= 0 to 4 do
-            begin
-            dX := gdX + rndSign(GetRandomf) * _0_03;
-            dY := gdY + rndSign(GetRandomf) * _0_03;
-            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
-            end;
-
-        DeleteGear(Gear);
-        exit
-        end;
-
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKamikazeWork(Gear: PGear);
-var
-    i: LongWord;
-    HHGear: PGear;
-    sparkles: PVisualGear;
-    hasWishes: boolean;
-begin
-    AllInactive := false;
-    hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
-    if hasWishes then
-        Gear^.AdvBounce:= 1;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if HHGear = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    HHGear^.State := HHGear^.State or gstNoDamage;
-    DeleteCI(HHGear);
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y;
-    if (GameTicks mod 2 = 0) and hasWishes then
-        begin
-        sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
-        if sparkles <> nil then
-            begin
-            sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
-            sparkles^.Angle:= random(360);
-            end
-        end;
-
-    i := 2;
-    repeat
-
-        Gear^.X := Gear^.X + HHGear^.dX;
-        Gear^.Y := Gear^.Y + HHGear^.dY;
-        HHGear^.X := Gear^.X;
-        HHGear^.Y := Gear^.Y;
-
-        inc(Gear^.Damage, 2);
-
-        //  if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
-        //      or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
-        dec(i)
-    until (i = 0)
-    or (Gear^.Damage > Gear^.Health);
-
-    inc(upd);
-    if upd > 3 then
-        begin
-        if Gear^.Health < 1500 then
-            begin
-            if Gear^.AdvBounce <> 0 then
-                Gear^.Pos := 3
-            else
-                Gear^.Pos := 2;
-            end;
-
-        AmmoShove(Gear, 30, 40);
-
-        DrawTunnel(HHGear^.X - HHGear^.dX * 10,
-                    HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
-        HHGear^.dX,
-        HHGear^.dY,
-        20 + cHHRadius * 2,
-        cHHRadius * 2 + 7);
-
-        upd := 0
-        end;
-
-    if Gear^.Health < Gear^.Damage then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-        if hasWishes then
-            for i:= 0 to 31 do
-                begin
-                sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
-                if sparkles <> nil then
-                    with sparkles^ do
-                        begin
-                        Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
-                        Angle:= random(360);
-                        dx:= 0.001 * (random(200));
-                        dy:= 0.001 * (random(200));
-                        if random(2) = 0 then
-                            dx := -dx;
-                        if random(2) = 0 then
-                            dy := -dy;
-                        FrameTicks:= random(400) + 250
-                        end
-                end;
-        AfterAttack;
-        HHGear^.Message:= HHGear^.Message or gmDestroy;
-        DeleteGear(Gear);
-    end
-    else
-        begin
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0
-        end
-end;
-
-procedure doStepKamikazeIdle(Gear: PGear);
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        Gear^.Pos := 1;
-        PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
-        Gear^.doStep := @doStepKamikazeWork
-        end
-end;
-
-procedure doStepKamikaze(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    HHGear^.dX := Gear^.dX;
-    HHGear^.dY := Gear^.dY;
-
-    Gear^.dX := SignAs(_0_45, Gear^.dX);
-    Gear^.dY := - _0_9;
-
-    Gear^.Timer := 550;
-
-    Gear^.doStep := @doStepKamikazeIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-const cakeh =   27;
-var
-    CakePoints: array[0..Pred(cakeh)] of record
-        x, y: hwFloat;
-    end;
-    CakeI: Longword;
-
-procedure doStepCakeExpl(Gear: PGear);
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 2250 then
-        exit;
-
-    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear^.Hedgehog, EXPLAutoSound);
-    AfterAttack;
-    DeleteGear(Gear)
-end;
-
-procedure doStepCakeDown(Gear: PGear);
-var
-    gi: PGear;
-    dmg, dmgBase: LongInt;
-    fX, fY, tdX, tdY: hwFloat;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 100 then
-        exit;
-    Gear^.Tag := 0;
-
-    if Gear^.Pos = 0 then
-        begin
-///////////// adapted from doMakeExplosion ///////////////////////////
-        //fX:= Gear^.X;
-        //fY:= Gear^.Y;
-        //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
-        //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
-        fX:= int2hwFloat(hwRound(Gear^.X));
-        fY:= int2hwFloat(hwRound(Gear^.Y));
-        dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
-        gi := GearsList;
-        while gi <> nil do
-            begin
-            if gi^.Kind = gtHedgehog then
-                begin
-                dmg:= 0;
-                tdX:= gi^.X-fX;
-                tdY:= gi^.Y-fY;
-                if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
-                    dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
-                if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
-                if (dmg > 1) then
-                    if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
-                        gi^.State := gi^.State or gstLoser
-                    else
-                        gi^.State := gi^.State or gstWinner;
-                end;
-            gi := gi^.NextGear
-            end;
-//////////////////////////////////////////////////////////////////////
-        Gear^.doStep := @doStepCakeExpl;
-        PlaySound(sndCake)
-        end
-    else dec(Gear^.Pos)
-end;
-
-
-procedure doStepCakeWork(Gear: PGear);
-var
-    tdx, tdy: hwFloat;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 7 then
-        exit;
-
-    dec(Gear^.Health);
-    Gear^.Timer := Gear^.Health*10;
-    if Gear^.Health mod 100 = 0 then
-        Gear^.PortalCounter:= 0;
-    // This is not seconds, but at least it is *some* feedback
-    if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
-        begin
-        FollowGear := Gear;
-        Gear^.RenderTimer := false;
-        Gear^.doStep := @doStepCakeDown;
-        exit
-        end;
-
-    cakeStep(Gear);
-
-    if Gear^.Tag = 0 then
-        begin
-        CakeI := (CakeI + 1) mod cakeh;
-        tdx := CakePoints[CakeI].x - Gear^.X;
-        tdy := - CakePoints[CakeI].y + Gear^.Y;
-        CakePoints[CakeI].x := Gear^.X;
-        CakePoints[CakeI].y := Gear^.Y;
-        Gear^.DirAngle := DxDy2Angle(tdx, tdy);
-        end;
-end;
-
-procedure doStepCakeUp(Gear: PGear);
-var
-    i: Longword;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 100 then
-        exit;
-    Gear^.Tag := 0;
-
-    if Gear^.Pos = 6 then
-        begin
-        for i:= 0 to Pred(cakeh) do
-            begin
-            CakePoints[i].x := Gear^.X;
-            CakePoints[i].y := Gear^.Y
-            end;
-        CakeI := 0;
-        Gear^.doStep := @doStepCakeWork
-        end
-    else
-        inc(Gear^.Pos)
-end;
-
-procedure doStepCakeFall(Gear: PGear);
-begin
-    AllInactive := false;
-
-    Gear^.dY := Gear^.dY + cGravity;
-    if TestCollisionYwithGear(Gear, 1) <> 0 then
-        Gear^.doStep := @doStepCakeUp
-    else
-        begin
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        if CheckGearDrowning(Gear) then
-            AfterAttack
-        end
-end;
-
-procedure doStepCake(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not gmAttack);
-    Gear^.CollisionMask:= lfNotCurrentMask;
-
-    FollowGear := Gear;
-
-    Gear^.doStep := @doStepCakeFall
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSeductionWork(Gear: PGear);
-var i: LongInt;
-    hogs: PGearArrayS;
-begin
-    AllInactive := false;
-    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
-    if hogs.size > 0 then
-        begin
-        for i:= 0 to hogs.size - 1 do
-            with hogs.ar^[i]^ do
-                begin
-                if hogs.ar^[i] <> CurrentHedgehog^.Gear then
-                    begin
-                    dX:= _50 * cGravity * (Gear^.X - X) / _25;
-                    dY:= -_450 * cGravity;
-                    Active:= true;
-                    end
-                end;
-        end ;
-        AfterAttack;
-        DeleteGear(Gear);
-(*
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    x := hwRound(Gear^.X);
-    y := hwRound(Gear^.Y);
-
-    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
-        if (Land[y, x] <> 0) then
-            begin
-            Gear^.dX.isNegative := not Gear^.dX.isNegative;
-            Gear^.dY.isNegative := not Gear^.dY.isNegative;
-            Gear^.dX := Gear^.dX * _1_5;
-            Gear^.dY := Gear^.dY * _1_5 - _0_3;
-            AmmoShove(Gear, 0, 40);
-            AfterAttack;
-            DeleteGear(Gear)
-            end
-        else
-    else
-        begin
-        AfterAttack;
-        DeleteGear(Gear)
-        end*)
-end;
-
-procedure doStepSeductionWear(Gear: PGear);
-var heart: PVisualGear;
-begin
-    AllInactive := false;
-    inc(Gear^.Timer);
-    if Gear^.Timer > 250 then
-        begin
-        Gear^.Timer := 0;
-        inc(Gear^.Pos);
-        if Gear^.Pos = 5 then
-            PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
-        end;
-
-    if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
-        begin
-        heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
-        if heart <> nil then
-            with heart^ do
-                begin
-                dx:= 0.001 * (random(200));
-                dy:= 0.001 * (random(200));
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= random(750) + 1000;
-                State:= ord(sprSeduction)
-                end;
-        end;
-
-    if Gear^.Pos = 15 then
-        Gear^.doStep := @doStepSeductionWork
-end;
-
-procedure doStepSeduction(Gear: PGear);
-begin
-    AllInactive := false;
-    //DeleteCI(Gear^.Hedgehog^.Gear);
-    Gear^.doStep := @doStepSeductionWear
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepWaterUp(Gear: PGear);
-var
-    i: LongWord;
-begin
-    if (Gear^.Tag = 0)
-    or (cWaterLine = 0) then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    AllInactive := false;
-
-    inc(Gear^.Timer);
-    if Gear^.Timer = 17 then
-        Gear^.Timer := 0
-    else
-        exit;
-
-    if cWaterLine > 0 then
-        begin
-        dec(cWaterLine);
-        for i:= 0 to LAND_WIDTH - 1 do
-            Land[cWaterLine, i] := 0;
-        SetAllToActive
-        end;
-
-    dec(Gear^.Tag);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrill(Gear: PGear);
-forward;
-
-procedure doStepDrillDrilling(Gear: PGear);
-var
-    t: PGearArray;
-    tempColl: Word;
-begin
-    AllInactive := false;
-    if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
-        begin
-        dec(Gear^.Timer);
-        exit;
-        end;
-
-    DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    if (Gear^.Timer mod 30) = 0 then
-        AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
-    if (CheckGearDrowning(Gear)) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        exit
-    end;
-
-    tempColl:= Gear^.CollisionMask;
-    Gear^.CollisionMask:= $007F;
-    if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
-        t := CheckGearsCollision(Gear)
-    else t := nil;
-    Gear^.CollisionMask:= tempColl;
-    //fixes drill not exploding when touching HH bug
-
-    if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
-    or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
-// CheckLandValue returns true if the type isn't matched
-    or (not (CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible))) then
-        begin
-        //out of time or exited ground
-        StopSoundChan(Gear^.SoundChannel);
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
-        else
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-        end
-
-    else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not (TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Tag := 1;
-        Gear^.doStep := @doStepDrill
-        end;
-
-    dec(Gear^.Timer);
-end;
-
-procedure doStepDrill(Gear: PGear);
-var
-    t: PGearArray;
-    oldDx, oldDy: hwFloat;
-    t2: hwFloat;
-begin
-    AllInactive := false;
-
-    if (Gear^.State and gsttmpFlag) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-
-    oldDx := Gear^.dX;
-    oldDy := Gear^.dY;
-
-    doStepFallingGear(Gear);
-
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end;
-
-    if ((Gear^.State and gstCollision) <> 0) then
-        begin
-        //hit
-        Gear^.dX := oldDx;
-        Gear^.dY := oldDy;
-
-        if GameTicks > Gear^.FlightTime then
-            t := CheckGearsCollision(Gear)
-        else
-            t := nil;
-        if (t = nil) or (t^.Count = 0) then
-            begin
-            //hit the ground not the HH
-            t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
-            Gear^.dX := Gear^.dX * t2;
-            Gear^.dY := Gear^.dY * t2;
-            end
-
-        else if (t <> nil) then
-            begin
-            //explode right on contact with HH
-            if (Gear^.State and gsttmpFlag) <> 0 then
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
-            else
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            exit;
-            end;
-
-        Gear^.SoundChannel := LoopSound(sndDrillRocket);
-        Gear^.doStep := @doStepDrillDrilling;
-
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            gear^.RenderTimer:= true;
-        if Gear^.Timer > 0 then dec(Gear^.Timer)
-        end
-    else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
-        begin
-        if Gear^.Timer > 0 then
-            dec(Gear^.Timer)
-        else
-            begin
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            end
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBallgunWork(Gear: PGear);
-var
-    HHGear, ball: PGear;
-    rx, ry: hwFloat;
-    gX, gY: LongInt;
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-    if (Gear^.Timer mod 100) = 0 then
-        begin
-        rx := rndSign(getRandomf * _0_1);
-        ry := rndSign(getRandomf * _0_1);
-
-        ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
-        ball^.CollisionMask:= lfNotCurrentMask;
-
-        PlaySound(sndGun);
-        end;
-
-    if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepBallgun(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepBallgunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepRCPlaneWork(Gear: PGear);
-
-const cAngleSpeed =   3;
-var
-    HHGear: PGear;
-    i: LongInt;
-    dX, dY: hwFloat;
-    fChanged: boolean;
-    trueAngle: Longword;
-    t: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    FollowGear := Gear;
-
-    if Gear^.Timer > 0 then
-        dec(Gear^.Timer);
-
-    fChanged := false;
-    if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
-        begin
-        fChanged := true;
-        if Gear^.Angle > 2048 then
-            dec(Gear^.Angle)
-        else if Gear^.Angle < 2048 then
-            inc(Gear^.Angle)
-        else fChanged := false
-    end
-    else
-        begin
-        if ((Gear^.Message and gmLeft) <> 0) then
-            begin
-            fChanged := true;
-            Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
-            end;
-
-        if ((Gear^.Message and gmRight) <> 0) then
-            begin
-            fChanged := true;
-            Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
-            end
-        end;
-
-    if fChanged then
-        begin
-        Gear^.dX.isNegative := (Gear^.Angle > 2048);
-        if Gear^.dX.isNegative then
-            trueAngle := 4096 - Gear^.Angle
-        else
-            trueAngle := Gear^.Angle;
-
-        Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
-        Gear^.dY := AngleCos(trueAngle) * -_0_25;
-        end;
-
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-
-    if (GameTicks and $FF) = 0 then
-        if Gear^.Timer < 3500 then
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
-    else
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
-    if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
-        begin
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
-        _0_5, 0);
-        dec(Gear^.Health)
-        end;
-
-    if ((HHGear^.Message and gmLJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then
-        begin
-        Gear^.State := Gear^.State or gsttmpFlag;
-        PauseMusic;
-        playSound(sndRideOfTheValkyries);
-        end;
-
-    // pickup bonuses
-    t := CheckGearNear(Gear, gtCase, 36, 36);
-    if t <> nil then
-        PickUp(HHGear, t);
-
-    CheckCollision(Gear);
-
-    if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        StopSound(sndRideOfTheValkyries);
-        ResumeMusic;
-
-        if ((Gear^.State and gstCollision) <> 0) then
-            begin
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound);
-            for i:= 0 to 15 do
-                begin
-                dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
-                dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
-                AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
-                AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
-                end;
-            DeleteGear(Gear)
-            end;
-
-        AfterAttack;
-        CurAmmoGear := nil;
-        if (GameFlags and gfInfAttack) = 0 then
-            begin
-            if TagTurnTimeLeft = 0 then
-                TagTurnTimeLeft:= TurnTimeLeft;
-
-            TurnTimeLeft:= 14 * 125;
-            end;
-
-        HHGear^.Message := 0;
-        ParseCommand('/taunt ' + #1, true)
-        end
-end;
-
-procedure doStepRCPlane(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := 0;
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.Angle := HHGear^.Angle;
-    Gear^.Tag := hwSign(HHGear^.dX);
-
-    if HHGear^.dX.isNegative then
-        Gear^.Angle := 4096 - Gear^.Angle;
-    Gear^.doStep := @doStepRCPlaneWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepJetpackWork(Gear: PGear);
-var
-    HHGear: PGear;
-    fuel, i: LongInt;
-    move: hwFloat;
-    isUnderwater: Boolean;
-    bubble: PVisualGear;
-begin
-    isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
-    if Gear^.Pos > 0 then
-        dec(Gear^.Pos);
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    //dec(Gear^.Timer);
-    move := _0_2;
-    fuel := 50;
-(*if (HHGear^.Message and gmPrecise) <> 0 then
-    begin
-    move:= _0_02;
-    fuel:= 5;
-    end;*)
-    if HHGear^.Message and gmPrecise <> 0 then
-        HedgehogChAngle(HHGear)
-    else if Gear^.Health > 0 then
-        begin
-        if HHGear^.Message and gmUp <> 0 then
-            begin
-            if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
-                begin
-                if isUnderwater then
-                    begin
-                    HHGear^.dY := HHGear^.dY - (move * _0_7);
-                    for i:= random(10)+10 downto 0 do
-                        begin
-                        bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
-                        if bubble <> nil then
-                            bubble^.dY:= random(20)/10+0.1;
-                        end
-                    end
-                else HHGear^.dY := HHGear^.dY - move;
-                end;
-            dec(Gear^.Health, fuel);
-            Gear^.MsgParam := Gear^.MsgParam or gmUp;
-            Gear^.Timer := GameTicks
-            end;
-        move.isNegative := (HHGear^.Message and gmLeft) <> 0;
-        if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
-            begin
-            HHGear^.dX := HHGear^.dX + (move * _0_1);
-            if isUnderwater then
-                begin
-                for i:= random(5)+5 downto 0 do
-                    begin
-                    bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
-                    if bubble <> nil then
-                        begin
-                        bubble^.dX:= (random(10)/10 + 0.02) * -1;
-                        if (move.isNegative) then
-                            begin
-                            bubble^.X := bubble^.X + 28;
-                            bubble^.dX:= bubble^.dX * (-1)
-                            end
-                        else bubble^.X := bubble^.X - 28;
-                        end;
-                    end
-                end;
-            dec(Gear^.Health, fuel div 5);
-            Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
-            Gear^.Timer := GameTicks
-            end
-        end;
-
-    // erases them all at once :-/
-    if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
-        begin
-        Gear^.Timer := 0;
-        Gear^.MsgParam := 0
-        end;
-
-    if Gear^.Health < 0 then
-        Gear^.Health := 0;
-
-    i:= Gear^.Health div 20;
-
-    if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-        begin
-        Gear^.Damage:= i;
-        //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
-        FreeTexture(Gear^.Tex);
-        Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
-        end;
-
-    if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
-       (HHGear^.Message and gmPrecise = 0) then
-        Gear^.State := Gear^.State and (not gsttmpFlag);
-
-    if HHGear^.Message and gmPrecise = 0 then
-        HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstMoving;
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y;
-
-    if (not isUnderWater) and hasBorder and ((HHGear^.X < _0)
-    or (hwRound(HHGear^.X) > LAND_WIDTH)) then
-        HHGear^.dY.isNegative:= false;
-
-    if ((Gear^.State and gsttmpFlag) = 0)
-    or (HHGear^.dY < _0) then
-        doStepHedgehogMoving(HHGear);
-
-    if // (Gear^.Health = 0)
-        (HHGear^.Damage <> 0)
-        //or CheckGearDrowning(HHGear)
-        or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
-        or (TurnTimeLeft = 0)
-        // allow brief ground touches - to be fair on this, might need another counter
-        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
-        or ((Gear^.Message and gmAttack) <> 0) then
-            begin
-            with HHGear^ do
-                begin
-                Message := 0;
-                Active := true;
-                State := State or gstMoving
-                end;
-            DeleteGear(Gear);
-            isCursorVisible := false;
-            ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //    if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
-
-//    Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
-
-//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
-            end
-end;
-
-procedure doStepJetpack(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    Gear^.Pos:= 0;
-    Gear^.doStep := @doStepJetpackWork;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    FollowGear := HHGear;
-    AfterAttack;
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
-
-        if (dY < _0_1) and (dY > -_0_1) then
-            begin
-            Gear^.State := Gear^.State or gsttmpFlag;
-            dY := dY - _0_2
-            end
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBirdyDisappear(Gear: PGear);
-begin
-    AllInactive := false;
-    Gear^.Pos := 0;
-    if Gear^.Timer < 2000 then
-        inc(Gear^.Timer, 1)
-    else
-        begin
-        DeleteGear(Gear);
-        end;
-end;
-
-procedure doStepBirdyFly(Gear: PGear);
-var
-    HHGear: PGear;
-    fuel, i: LongInt;
-    move: hwFloat;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    if HHGear = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    move := _0_2;
-    fuel := 50;
-
-    if Gear^.Pos > 0 then
-        dec(Gear^.Pos, 1)
-    else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
-            Gear^.Pos := 500;
-
-    if HHGear^.dX.isNegative then
-        Gear^.Tag := -1
-    else
-        Gear^.Tag := 1;
-
-    if (HHGear^.Message and gmUp) <> 0 then
-        begin
-        if (not HHGear^.dY.isNegative)
-        or (HHGear^.Y > -_256) then
-            HHGear^.dY := HHGear^.dY - move;
-
-        dec(Gear^.Health, fuel);
-        Gear^.MsgParam := Gear^.MsgParam or gmUp;
-        end;
-
-    if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
-    if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
-        begin
-        HHGear^.dX := HHGear^.dX + (move * _0_1);
-        dec(Gear^.Health, fuel div 5);
-        Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
-        end;
-
-    if Gear^.Health < 0 then
-        Gear^.Health := 0;
-
-    if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
-        for i:= ((500-Gear^.Health) div 250) downto 0 do
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
-
-    if (HHGear^.Message and gmAttack <> 0) then
-        begin
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        if Gear^.FlightTime > 0 then
-            begin
-            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
-            PlaySound(sndBirdyLay);
-            dec(Gear^.FlightTime)
-            end;
-        end;
-
-    if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
-        Gear^.State := Gear^.State and (not gsttmpFlag);
-
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstMoving;
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y - int2hwFloat(32);
-    // For some reason I need to reapply followgear here, something else grabs it otherwise.
-    // this is probably not needed anymore
-    if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
-
-    if ((Gear^.State and gsttmpFlag) = 0)
-    or (HHGear^.dY < _0) then
-        doStepHedgehogMoving(HHGear);
-
-    if  (Gear^.Health = 0)
-        or (HHGear^.Damage <> 0)
-        or CheckGearDrowning(HHGear)
-        or (TurnTimeLeft = 0)
-        // allow brief ground touches - to be fair on this, might need another counter
-        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
-        or ((Gear^.Message and gmAttack) <> 0) then
-            begin
-            with HHGear^ do
-                begin
-                Message := 0;
-                Active := true;
-                State := State or gstMoving
-                end;
-            Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
-            if HHGear^.dY < _0 then
-                begin
-                Gear^.dX := HHGear^.dX;
-                Gear^.dY := HHGear^.dY;
-                end;
-            Gear^.Timer := 0;
-            Gear^.doStep := @doStepBirdyDisappear;
-            CurAmmoGear := nil;
-            isCursorVisible := false;
-            AfterAttack;
-            end
-end;
-
-procedure doStepBirdyDescend(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    if Gear^.Timer > 0 then
-        dec(Gear^.Timer, 1)
-    else if Gear^.Hedgehog^.Gear = nil then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
-    if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
-        begin
-        if Gear^.Timer = 0 then
-            Gear^.Y := Gear^.Y + _0_1
-        end
-    else if Gear^.Timer = 0 then
-        begin
-        Gear^.doStep := @doStepBirdyFly;
-        HHGear^.dY := -_0_2
-        end
-end;
-
-procedure doStepBirdyAppear(Gear: PGear);
-begin
-    Gear^.Pos := 0;
-    if Gear^.Timer < 2000 then
-        inc(Gear^.Timer, 1)
-    else
-        begin
-        Gear^.Timer := 500;
-        Gear^.dX := _0;
-        Gear^.dY := _0;
-        Gear^.State :=  Gear^.State and (not gstAnimation);
-        Gear^.doStep := @doStepBirdyDescend;
-        end
-end;
-
-procedure doStepBirdy(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    gear^.State :=  gear^.State or gstAnimation and (not gstTmpFlag);
-    Gear^.doStep := @doStepBirdyAppear;
-
-    if CurrentHedgehog = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    HHGear := CurrentHedgehog^.Gear;
-
-    if HHGear^.dX.isNegative then
-        Gear^.Tag := -1
-    else
-        Gear^.Tag := 1;
-    Gear^.Pos := 0;
-    AllInactive := false;
-    FollowGear := HHGear;
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepEggWork(Gear: PGear);
-var
-    vg: PVisualGear;
-    i: LongInt;
-begin
-    AllInactive := false;
-    {$IFNDEF PAS2C}
-    Gear^.dX := Gear^.dX;
-    {$ENDIF}
-    doStepFallingGear(Gear);
-    //    CheckGearDrowning(Gear); // already checked for in doStepFallingGear
-    CalcRotationDirAngle(Gear);
-
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0);
-        PlaySound(sndEggBreak);
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
-        vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
-        if vg <> nil then
-            vg^.Frame := 2;
-
-        for i:= 10 downto 0 do
-            begin
-            vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
-                  vgtDust);
-            if vg <> nil then
-                vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
-            end;
-
-        DeleteGear(Gear);
-        exit
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doPortalColorSwitch();
-var CurWeapon: PAmmo;
-begin
-    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
-            with CurrentHedgehog^ do
-                if (CurAmmoType = amPortalGun) then
-                    begin
-                    CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSwitch);
-
-                    CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
-                    if CurWeapon^.Pos <> 0 then
-                        CurWeapon^.Pos := 0
-
-                    else
-                    CurWeapon^.Pos := 1;
-                    end;
-end;
-
-procedure doStepPortal(Gear: PGear);
-var
-    iterator, conPortal: PGear;
-    s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
-    resetx, resety, resetdx, resetdy: hwFloat;
-    sx, sy, rh, resetr: LongInt;
-    hasdxy, isbullet, iscake, isCollision: Boolean;
-begin
-    doPortalColorSwitch();
-
-    // destroy portal if ground it was attached too is gone
-    if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
-    or (Gear^.Timer < 1)
-    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
-    or (hwRound(Gear^.Y) > cWaterLine) then
-        begin
-        deleteGear(Gear);
-        EXIT;
-        end;
-
-    if (TurnTimeLeft < 1)
-    or (Gear^.Health < 1) then
-        dec(Gear^.Timer);
-
-    if Gear^.Timer < 10000 then
-        gear^.RenderTimer := true;
-
-    // abort if there is no other portal connected to this one
-    if (Gear^.LinkedGear = nil) then
-        exit;
-    if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
-        exit;
-
-    conPortal := Gear^.LinkedGear;
-
-    // check all gears for stuff to port through
-    iterator := nil;
-    while true do
-    begin
-
-        // iterate through GearsList
-        if iterator = nil then
-            iterator := GearsList
-        else
-            iterator := iterator^.NextGear;
-
-        // end of list?
-        if iterator = nil then
-            break;
-
-        // don't port portals or other gear that wouldn't make sense
-        if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
-        or (iterator^.PortalCounter > 32) then
-            continue;
-
-        // don't port hogs on rope
-        // TODO: this will also prevent hogs while falling after rope use from
-        //       falling through portals... fix that!
-
-        // check if gear fits through portal
-        if (iterator^.Radius > Gear^.Radius) then
-            continue;
-
-        // this is the max range we accept incoming gears in
-        r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
-
-        // too far away?
-        if (iterator^.X < Gear^.X - r)
-        or (iterator^.X > Gear^.X + r)
-        or (iterator^.Y < Gear^.Y - r)
-        or (iterator^.Y > Gear^.Y + r) then
-            continue;
-
-        hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
-
-        // in case the object is not moving, let's asume it's falling towards the portal
-        if not hasdxy then
-            begin
-            if Gear^.Y < iterator^.Y then
-                continue;
-            ox:= Gear^.X - iterator^.X;
-            oy:= Gear^.Y - iterator^.Y;
-            end
-        else
-            begin
-            ox:= iterator^.dX;
-            oy:= iterator^.dY;
-            end;
-
-        // cake will need extra treatment... it's so delicious and moist!
-        iscake:= (iterator^.Kind = gtCake);
-
-        // won't port stuff that does not move towards the front/portal entrance
-        if iscake then
-            begin
-            if (not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative)) then
-                continue;
-            end
-        else
-            if (not ((Gear^.dX*ox + Gear^.dY*oy).isNegative)) then
-                continue;
-
-        isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
-
-        r:= int2hwFloat(iterator^.Radius);
-
-        if (not (isbullet or iscake)) then
-            begin
-            // wow! good candidate there, let's see if the distance and direction is okay!
-            if hasdxy then
-                begin
-                s := Distance(iterator^.dX, iterator^.dY);
-                // if the resulting distance is 0 skip this gear
-                if s.QWordValue = 0 then
-                    continue;
-                s := r / s;
-                ox:= iterator^.X + s * iterator^.dX;
-                oy:= iterator^.Y + s * iterator^.dY;
-                end
-            else
-                begin
-                ox:= iterator^.X;
-                oy:= iterator^.Y + r;
-                end;
-
-            if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
-                continue;
-            end;
-
-        // draw bullet trail
-        if isbullet then
-            spawnBulletTrail(iterator);
-
-        // calc gear offset in portal vector direction
-        ox := (iterator^.X - Gear^.X);
-        oy := (iterator^.Y - Gear^.Y);
-        poffs:= (Gear^.dX * ox + Gear^.dY * oy);
-
-        if (not isBullet) and poffs.isNegative then
-            continue;
-
-        // only port bullets close to the portal
-        if isBullet and (not (hwAbs(poffs) < _3)) then
-            continue;
-
-        //
-        // gears that make it till here will definately be ported
-        //
-        // (but old position/movement vector might be restored in case there's
-        // not enough space on the other side)
-        //
-
-        resetr  := iterator^.Radius;
-        resetx  := iterator^.X;
-        resety  := iterator^.Y;
-        resetdx := iterator^.dX;
-        resetdy := iterator^.dY;
-
-        // create a normal of the portal vector, but ...
-        nx := Gear^.dY;
-        ny := Gear^.dX;
-        // ... decide where the top is based on the hog's direction when firing the portal
-        if Gear^.Elasticity.isNegative then
-            nx.isNegative := (not nx.isNegative)
-        else
-            ny.isNegative := (not ny.isNegative);
-
-        // calc gear offset in portal normal vector direction
-        noffs:= (nx * ox + ny * oy);
-
-        if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
-            continue;
-
-        // avoid gravity related loops of not really moving gear
-        if (not (iscake or isbullet))
-        and (Gear^.dY.isNegative)
-        and (conPortal^.dY.isNegative)
-        and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
-        and (iterator^.PortalCounter > 0) then
-            continue;
-
-        // calc gear speed along to the vector and the normal vector of the portal
-        if hasdxy then
-            begin
-            pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
-            nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
-            end
-        else
-            begin
-            pspeed:= hwAbs(cGravity * oy);
-            nspeed:= _0;
-            end;
-
-        // creating normal vector of connected (exit) portal
-        nx := conPortal^.dY;
-        ny := conPortal^.dX;
-        if conPortal^.Elasticity.isNegative then
-            nx.isNegative := (not nx.isNegative)
-        else
-            ny.isNegative := (not ny.isNegative);
-
-        // inverse cake's normal movement direction,
-        // as if it just walked through a hole
-        //if iscake then nspeed.isNegative:= not nspeed.isNegative;
-
-//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
-        iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
-        iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
-
-        // make the gear's exit position close to the portal while
-        // still respecting the movement direction
-
-        // determine the distance (in exit vector direction)
-        // that we want the gear at
-        if iscake then
-            ox:= (r - _0_7)
-        else
-            ox:= (r * _1_5);
-        s:= ox / poffs;
-        poffs:= ox;
-        if (nspeed.QWordValue <> 0)
-        and (pspeed > _0) then
-            noffs:= noffs * s * (nspeed / pspeed);
-
-        // move stuff with high normal offset closer to the portal's center
-        if not isbullet then
-            begin
-            s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
-            if s > _0 then
-                noffs:= noffs - SignAs(s,noffs)
-            end;
-
-        iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
-        iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
-
-        if (not hasdxy) and (not (conPortal^.dY.isNegative)) then
-            begin
-            iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
-            end;
-
-        // see if the space on the exit side actually is enough
-
-        if (not (isBullet or isCake)) then
-            begin
-            // TestCollisionXwithXYShift requires a hwFloat for xShift
-            ox.QWordValue := _1.QWordValue;
-            ox.isNegative := not iterator^.dX.isNegative;
-
-            sx := hwSign(iterator^.dX);
-            sy := hwSign(iterator^.dY);
-
-            if iterator^.Radius > 1 then
-                iterator^.Radius := iterator^.Radius - 1;
-
-            // check front
-            isCollision := TestCollisionY(iterator, sy)
-                        or TestCollisionX(iterator, sx);
-
-            if (not isCollision) then
-                begin
-                // check center area (with half the radius so that the
-                // the square check won't check more pixels than we want to)
-                iterator^.Radius := 1 + resetr div 2;
-                rh := resetr div 4;
-                isCollision := TestCollisionYwithXYShift(iterator,       0, -sy * rh, sy, false)
-                            or TestCollisionXwithXYShift(iterator, ox * rh,        0, sx, false);
-                end;
-
-            iterator^.Radius := resetr;
-
-            if isCollision then
-                begin
-                // collision! oh crap! go back!
-                iterator^.X  := resetx;
-                iterator^.Y  := resety;
-                iterator^.dX := resetdx;
-                iterator^.dY := resetdy;
-                continue;
-                end;
-            end;
-
-        //
-        // You're now officially portaled!
-        //
-
-        // Until loops are reliably broken
-        if iscake then
-            iterator^.PortalCounter:= 33
-        else
-            begin
-            inc(iterator^.PortalCounter);
-            iterator^.Active:= true;
-            iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
-            end;
-
-        // is it worth adding an arcsin table?  Just how often would we end up doing something like this?
-        // SYNCED ANGLE UPDATE
-        if iterator^.Kind = gtRCPlane then
-            begin
-            // recycling as temp vars
-            resety.isNegative:= false;
-            resety.QWordValue:= 4294967296 * 112;
-            resetx.isNegative:= false;
-            resetx.QWordValue:= 4294967296 * 35;
-            resetdx.isNegative:= false;
-            resetdx.QWordValue:= 4294967296 * 1152;
-
-            resetdy:=hwAbs(iterator^.dX*4);
-            resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
-            iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
-            if (not iterator^.dY.isNegative) then iterator^.Angle:= 2048-iterator^.Angle;
-            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
-            end
-        // VISUAL USE OF ANGLE ONLY
-        else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
-            begin
-            iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
-            iterator^.Angle:= 2048-iterator^.Angle;
-            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
-            end;
-
-        if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
-        and (iterator = CurrentHedgehog^.Gear)
-        and (CurAmmoGear <> nil)
-        and (CurAmmoGear^.Kind =gtRope) then
-               CurAmmoGear^.PortalCounter:= 1;
-
-        if (not isbullet) and (iterator^.State and gstInvisible = 0)
-        and (iterator^.Kind <> gtFlake) then
-            FollowGear := iterator;
-
-        // store X/Y values of exit for net bullet trail
-        if isbullet then
-            begin
-            iterator^.Elasticity:= iterator^.X;
-            iterator^.Friction  := iterator^.Y;
-            end;
-
-        if Gear^.Health > 1 then
-            dec(Gear^.Health);
-    end;
-end;
-
-
-
-procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var
-    CurWeapon: PAmmo;
-begin
-    if CurrentHedgehog <> nil then
-        with CurrentHedgehog^ do
-            begin
-            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
-            if (CurAmmoType = amPortalGun) then
-                begin
-                if not destroyGear then
-                    begin
-                    // switch color of ball to opposite of oldPortal
-                    if (oldPortal^.Tag and 2) = 0 then
-                        CurWeapon^.Pos:= 1
-                    else
-                        CurWeapon^.Pos:= 0;
-                    end;
-
-                // make the ball visible
-                CurWeapon^.Timer := 0;
-                end
-            end;
-    if destroyGear then
-        oldPortal^.Timer:= 0;
-end;
-
-procedure doStepMovingPortal_real(Gear: PGear);
-var
-    x, y, tx, ty: LongInt;
-    s: hwFloat;
-begin
-    x := hwRound(Gear^.X);
-    y := hwRound(Gear^.Y);
-    tx := 0;
-    ty := 0;
-    // avoid compiler hints
-
-    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
-        begin
-        Gear^.State := Gear^.State or gstCollision;
-        Gear^.State := Gear^.State and (not gstMoving);
-
-        if (Land[y, x] and lfBouncy <> 0)
-        or (not (CalcSlopeTangent(Gear, x, y, tx, ty, 255)))
-        or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
-            begin
-            loadNewPortalBall(Gear, true);
-            EXIT;
-            end;
-
-        // making a normalized normal vector
-        s := _1/DistanceI(tx,ty);
-        Gear^.dX :=  s * ty;
-        Gear^.dY := -s * tx;
-
-        Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
-        if (not Gear^.dX.isNegative) then
-            Gear^.DirAngle := 180-Gear^.DirAngle;
-
-        if ((Gear^.LinkedGear = nil)
-        or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
-            begin
-            loadNewPortalBall(Gear, false);
-            inc(Gear^.Tag);
-            Gear^.doStep := @doStepPortal;
-        end
-        else
-            loadNewPortalBall(Gear, true);
-    end
-
-    else if (y > cWaterLine)
-    or (y < -max(LAND_WIDTH,4096))
-    or (x > 2*max(LAND_WIDTH,4096))
-    or (x < -max(LAND_WIDTH,4096)) then
-        loadNewPortalBall(Gear, true);
-end;
-
-procedure doStepMovingPortal(Gear: PGear);
-begin
-    doPortalColorSwitch();
-    doStepPerPixel(Gear, @doStepMovingPortal_real, true);
-    if (Gear^.Timer < 1)
-    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
-        deleteGear(Gear);
-end;
-
-procedure doStepPortalShot(newPortal: PGear);
-var
-    iterator: PGear;
-    s: hwFloat;
-    CurWeapon: PAmmo;
-begin
-    s:= Distance (newPortal^.dX, newPortal^.dY);
-
-    // Adds the hog speed (only that part in/directly against shot direction)
-    // to the shot speed (which we triple previously btw)
-    // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
-    // to the scaler)
-    s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
-    newPortal^.dX := newPortal^.dX * s;
-    newPortal^.dY := newPortal^.dY * s;
-
-    newPortal^.LinkedGear := nil;
-
-    if CurrentHedgehog <> nil then
-        with CurrentHedgehog^ do
-            begin
-            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
-            // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
-            newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
-            // when doing a backjump the dx is the opposite of the facing direction
-            if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
-                newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
-
-            // make portal gun look unloaded
-            if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
-                CurWeapon^.Timer := CurWeapon^.Timer or 2;
-
-            iterator := GearsList;
-            while iterator <> nil do
-                begin
-                if (iterator^.Kind = gtPortal) then
-                    if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
-                        begin
-                        if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
-                            begin
-                            iterator^.Timer:= 0;
-                            end
-                        else
-                            begin
-                            // link portals with each other
-                            newPortal^.LinkedGear := iterator;
-                            iterator^.LinkedGear := newPortal;
-                            iterator^.Health := newPortal^.Health;
-                            end;
-                        end;
-                iterator^.PortalCounter:= 0;
-                iterator := iterator^.NextGear
-                end;
-
-            if newPortal^.LinkedGear <> nil then
-                begin
-                // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
-                iterator:= GearsList;
-                while iterator <> nil do
-                    begin
-                    if (not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife])) and ((iterator^.Hedgehog <> CurrentHedgehog)
-                    or ((iterator^.Message and gmAllStoppable) = 0)) then
-                            begin
-                            iterator^.Active:= true;
-                            if iterator^.dY.QWordValue = 0 then
-                                iterator^.dY.isNegative:= false;
-                            iterator^.State:= iterator^.State or gstMoving;
-                            DeleteCI(iterator);
-                        //inc(iterator^.dY.QWordValue,10);
-                            end;
-                    iterator:= iterator^.NextGear
-                    end
-                end
-            end;
-    newPortal^.State := newPortal^.State and (not gstCollision);
-    newPortal^.State := newPortal^.State or gstMoving;
-    newPortal^.doStep := @doStepMovingPortal;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPiano(Gear: PGear);
-var
-    r0, r1: LongInt;
-    odY: hwFloat;
-begin
-    AllInactive := false;
-    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
-        ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
-            begin
-                case CurrentHedgehog^.Gear^.MsgParam of
-                0: PlaySound(sndPiano0);
-                1: PlaySound(sndPiano1);
-                2: PlaySound(sndPiano2);
-                3: PlaySound(sndPiano3);
-                4: PlaySound(sndPiano4);
-                5: PlaySound(sndPiano5);
-                6: PlaySound(sndPiano6);
-                7: PlaySound(sndPiano7);
-                else PlaySound(sndPiano8);
-            end;
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
-        CurrentHedgehog^.Gear^.MsgParam := 0;
-        CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
-        end;
-
-    if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
-        begin
-        Gear^.dY := Gear^.dY + cGravity * 2;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        if CheckGearDrowning(Gear) then
-            begin
-            Gear^.Y:= Gear^.Y + _50;
-            OnUsedAmmo(CurrentHedgehog^);
-            if CurrentHedgehog^.Gear <> nil then
-                begin
-                // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
-                CurrentHedgehog^.Gear^.Active := true;
-                CurrentHedgehog^.Gear^.X := Gear^.X;
-                CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
-                CurrentHedgehog^.Unplaced := false;
-                if TagTurnTimeLeft = 0 then
-                    TagTurnTimeLeft:= TurnTimeLeft;
-                TurnTimeLeft:= 0
-                end;
-            ResumeMusic
-            end;
-        exit
-        end;
-
-    odY:= Gear^.dY;
-    doStepFallingGear(Gear);
-
-    if (Gear^.State and gstDrowning) <> 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _50;
-        OnUsedAmmo(CurrentHedgehog^);
-        if CurrentHedgehog^.Gear <> nil then
-            begin
-            // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
-            CurrentHedgehog^.Gear^.Active := true;
-            CurrentHedgehog^.Gear^.X := Gear^.X;
-            CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
-            CurrentHedgehog^.Unplaced := false;
-            if TagTurnTimeLeft = 0 then
-                TagTurnTimeLeft:= TurnTimeLeft;
-            TurnTimeLeft:= 0
-            end;
-        ResumeMusic
-        end
-    else if (Gear^.State and gstCollision) <> 0 then
-        begin
-        r0 := GetRandom(21);
-        r1 := GetRandom(21);
-        doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
-        doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
-        for r0:= 0 to 4 do
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
-        Gear^.dY := cGravity * 2 - odY;
-        Gear^.Pos := Gear^.Pos + 1;
-        end
-    else
-        Gear^.dY := Gear^.dY + cGravity * 2;
-    // let it fall faster so itdoesn't take too long for the whole attack
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSineGunShotWork(Gear: PGear);
-var
-    x, y, rX, rY, t, tmp, initHealth: LongInt;
-    oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
-    justCollided: boolean;
-begin
-    AllInactive := false;
-    initHealth := Gear^.Health;
-    lX := Gear^.X;
-    lY := Gear^.Y;
-    ldX := Gear^.dX;
-    ldY := Gear^.dY;
-    sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
-    ldX := ldX * sdy;
-    ldY := ldY * sdy;
-    sdY := hwAbs(ldX) + hwAbs(ldY);
-    sdX := _1 - hwAbs(ldX/sdY);
-    sdY := _1 - hwAbs(ldY/sdY);
-    if (ldX.isNegative = ldY.isNegative) then
-        sdY := -sdY;
-
-    // initial angle depends on current GameTicks
-    t := getRandom(4096);
-
-
-    // used for a work-around detection of area that is within land array, but outside borders
-    justCollided := false;
-
-    repeat
-        lX := lX + ldX;
-        lY := lY + ldY;
-        oX := Gear^.X;
-        oY := Gear^.Y;
-        rX := hwRound(oX);
-        rY := hwRound(oY);
-        tmp := t mod 4096;
-        amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
-        sine := amp * AngleSin(tmp mod 2048);
-        sine.isNegative := (tmp < 2048);
-        inc(t,Gear^.Health div 313);
-        Gear^.X := lX + (sine * sdX);
-        Gear^.Y := ly + (sine * sdY);
-        Gear^.dX := Gear^.X - oX;
-        Gear^.dY := Gear^.Y - oY;
-
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-
-        // if borders are on, stop outside land array
-        if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
-            begin
-            Gear^.Damage := 0;
-            Gear^.Health := 0;
-            end
-        else
-            begin
-            if (rY <= cWaterLine) or (y <= cWaterLine) then
-                begin
-                if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
-                    and (Land[y, x] <> 0) then
-                        begin
-                            if justCollided then
-                                begin
-                                Gear^.Damage := 0;
-                                Gear^.Health := 0;
-                                end
-                            else
-                                begin
-                                inc(Gear^.Damage,3);
-                                justCollided := true;
-                                end;
-                        end
-                else
-                    justCollided := false;
-
-                // kick nearby hogs, dig tunnel and add some fire
-                // if at least 5 collisions occured
-                if Gear^.Damage > 0 then
-                    begin
-                    DrawExplosion(rX,rY,Gear^.Radius);
-
-                    // kick nearby hogs
-                    AmmoShove(Gear, 35, 50);
-
-                    dec(Gear^.Health, Gear^.Damage);
-                    Gear^.Damage := 0;
-
-                    // add some fire to the tunnel
-                    if getRandom(6) = 0 then
-                        begin
-                        tmp:= GetRandom(2 * Gear^.Radius);
-                        AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
-                        end
-                    end;
-
-                if random(100) = 0 then
-                    AddVisualGear(x, y, vgtSmokeTrace);
-                end
-                else dec(Gear^.Health, 5); // if underwater get additional damage
-            end;
-
-        dec(Gear^.Health);
-
-        // decrease bullet size towards the end
-        if (Gear^.Radius > 4) then
-            begin
-            if (Gear^.Health <= (initHealth div 3)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 3) then
-            begin
-            if (Gear^.Health <= (initHealth div 4)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 2) then begin
-            if (Gear^.Health <= (initHealth div 5)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 1) then
-            begin
-            if (Gear^.Health <= (initHealth div 6)) then
-                dec(Gear^.Radius)
-            end;
-
-    until (Gear^.Health <= 0);
-
-    DeleteGear(Gear);
-    AfterAttack;
-end;
-
-procedure doStepSineGunShot(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    PlaySound(sndSineGun);
-
-    // push the shooting Hedgehog back
-    HHGear := CurrentHedgehog^.Gear;
-    Gear^.dX.isNegative := not Gear^.dX.isNegative;
-    Gear^.dY.isNegative := not Gear^.dY.isNegative;
-    HHGear^.dX := Gear^.dX;
-    HHGear^.dY := Gear^.dY;
-    AmmoShove(Gear, 0, 80);
-    Gear^.dX.isNegative := not Gear^.dX.isNegative;
-    Gear^.dY.isNegative := not Gear^.dY.isNegative;
-
-    Gear^.doStep := @doStepSineGunShotWork;
-    {$IFNDEF PAS2C}
-    with mobileRecord do
-        if (performRumble <> nil) and (not fastUntilLag) then
-            performRumble(kSystemSoundID_Vibrate);
-    {$ENDIF}
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlamethrowerWork(Gear: PGear);
-var
-    HHGear, flame: PGear;
-    rx, ry, speed: hwFloat;
-    i, gX, gY: LongInt;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
-    if (GameTicks and $FF) = 0 then
-        begin
-        if (HHGear^.Message and gmRight) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
-                inc(Gear^.Tag)
-            else if Gear^.Tag > 5 then
-                dec(Gear^.Tag);
-            end
-        else if (HHGear^.Message and gmLeft) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
-                dec(Gear^.Tag)
-            else if Gear^.Tag < 20 then
-                inc(Gear^.Tag);
-            end
-        end;
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        dec(Gear^.Health);
-        if (Gear^.Health mod 5) = 0 then
-            begin
-            rx := rndSign(getRandomf * _0_1);
-            ry := rndSign(getRandomf * _0_1);
-            speed := _0_5 * (_10 / Gear^.Tag);
-
-            flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
-                    SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                    AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-            flame^.CollisionMask:= lfNotCurrentMask;
-
-            if (Gear^.Health mod 30) = 0 then
-                begin
-                flame:= AddGear(gx, gy, gtFlame, 0,
-                        SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                        AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-                flame^.CollisionMask:= lfNotCurrentMask;
-                end
-            end;
-        Gear^.Timer:= Gear^.Tag
-        end;
-
-    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-    else
-        begin
-        i:= Gear^.Health div 5;
-        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-            begin
-            Gear^.Damage:= i;
-            FreeTexture(Gear^.Tex);
-            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
-                         '%', cWhiteColor, fntSmall)
-            end
-        end
-end;
-
-procedure doStepFlamethrower(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepFlamethrowerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepLandGunWork(Gear: PGear);
-var
-    HHGear, land: PGear;
-    rx, ry, speed: hwFloat;
-    i, gX, gY: LongInt;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
-    if (GameTicks and $FF) = 0 then
-        begin
-        if (HHGear^.Message and gmRight) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
-                inc(Gear^.Tag)
-            else if Gear^.Tag > 5 then
-                dec(Gear^.Tag);
-            end
-        else if (HHGear^.Message and gmLeft) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
-                dec(Gear^.Tag)
-            else if Gear^.Tag < 20 then
-                inc(Gear^.Tag);
-            end
-        end;
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        dec(Gear^.Health);
-
-        rx := rndSign(getRandomf * _0_1);
-        ry := rndSign(getRandomf * _0_1);
-        speed := (_3 / Gear^.Tag);
-
-        land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
-                SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-        land^.CollisionMask:= lfNotCurrentMask;
-
-        Gear^.Timer:= Gear^.Tag
-        end;
-
-    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
-        begin
-        HHGear^.Message:= HHGear^.Message and (not gmAttack);
-        DeleteGear(Gear);
-        AfterAttack
-        end
-    else
-        begin
-        i:= Gear^.Health div 10;
-        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-            begin
-            Gear^.Damage:= i;
-            FreeTexture(Gear^.Tex);
-            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
-                         '%', cWhiteColor, fntSmall)
-            end
-        end
-end;
-
-procedure doStepLandGun(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepLandGunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPoisonCloud(Gear: PGear);
-begin
-    if Gear^.Timer = 0 then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-    dec(Gear^.Timer);
-    Gear^.X:= Gear^.X + Gear^.dX;
-    Gear^.Y:= Gear^.Y + Gear^.dY;
-    Gear^.dX := Gear^.dX + cWindSpeed / 4;
-    Gear^.dY := Gear^.dY + cGravity / 100;
-    if (GameTicks and $FF) = 0 then
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
-    AllInactive:= false;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHammer(Gear: PGear);
-var HHGear, tmp, tmp2: PGear;
-         t: PGearArray;
-         i: LongInt;
-begin
-HHGear:= Gear^.Hedgehog^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-t:= CheckGearsCollision(Gear);
-
-for i:= 5 downto 0 do
-    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-i:= t^.Count;
-while i > 0 do
-    begin
-    dec(i);
-    tmp:= t^.ar[i];
-    if (tmp^.State and gstNoDamage) = 0 then
-        if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
-            begin
-            //tmp^.State:= tmp^.State or gstFlatened;
-            if not tmp^.Invulnerable then
-                ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
-            //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
-            tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
-            tmp2^.LinkedGear:= tmp;
-            SetAllToActive
-            end
-        else
-            begin
-            end
-    end;
-
-HHGear^.State:= HHGear^.State and (not gstNoDamage);
-Gear^.Timer:= 250;
-Gear^.doStep:= @doStepIdle
-end;
-
-procedure doStepHammerHitWork(Gear: PGear);
-var
-    i, j, ei: LongInt;
-    HitGear: PGear;
-begin
-    AllInactive := false;
-    HitGear := Gear^.LinkedGear;
-    dec(Gear^.Timer);
-    if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    if (Gear^.Timer mod 5) = 0 then
-        begin
-        AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-        i := hwRound(Gear^.X) - HitGear^.Radius + 2;
-        ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
-        for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
-        for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
-        while i <= ei do
-            begin
-            for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
-            inc(i, 1)
-            end;
-
-        if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
-           , lfIndestructible) then
-            begin
-            //Gear^.X := Gear^.X + Gear^.dX;
-            Gear^.Y := Gear^.Y + _1_9
-            end;
-        end;
-    if TestCollisionYwithGear(Gear, 1) <> 0 then
-        begin
-        Gear^.dY := _0;
-        SetLittle(HitGear^.dX);
-        HitGear^.dY := _0;
-        end
-    else
-        begin
-        //Gear^.dY := Gear^.dY + cGravity;
-        //Gear^.Y := Gear^.Y + Gear^.dY;
-        if hwRound(Gear^.Y) > cWaterLine then
-            Gear^.Timer := 1
-        end;
-
-    //Gear^.X := Gear^.X + HitGear^.dX;
-    HitGear^.X := Gear^.X;
-    HitGear^.Y := Gear^.Y;
-    SetLittle(HitGear^.dY);
-    HitGear^.Active:= true;
-end;
-
-procedure doStepHammerHit(Gear: PGear);
-var
-    i, y: LongInt;
-    ar: TRangeArray;
-    HHGear: PGear;
-begin
-    i := 0;
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    y := hwRound(Gear^.Y) - cHHRadius * 2;
-    while y < hwRound(Gear^.Y) do
-        begin
-        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
-        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
-        inc(y, 2);
-        inc(i)
-        end;
-
-    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
-    Gear^.dY := HHGear^.dY;
-    DeleteCI(HHGear);
-
-    doStepHammerHitWork(Gear);
-    Gear^.doStep := @doStepHammerHitWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepResurrectorWork(Gear: PGear);
-var
-    graves: PGearArrayS;
-    resgear: PGear;
-    hh: PHedgehog;
-    i: LongInt;
-begin
-    if (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft);
-
-    AllInactive := false;
-    hh := Gear^.Hedgehog;
-
-    // no, you can't do that here
-    {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
-            cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
-    }
-    (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
-            $FF);*)
-
-    if ((Gear^.Message and gmUp) <> 0) then
-        begin
-        if (GameTicks and $F) <> 0 then
-        exit;
-        end
-    else if (GameTicks and $1FF) <> 0 then
-        exit;
-
-    if Gear^.Power < 45 then
-        begin
-        inc(Gear^.Power);
-        if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
-            hh^.Gear^.Y := hh^.Gear^.Y - _1;
-        end;
-
-    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
-    if graves.size = 0 then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        exit;
-        end;
-
-    if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
-        begin
-        if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
-        dec(hh^.Gear^.Health);
-        if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
-            hh^.Gear^.Damage:= 1;
-        RenderHealth(hh^);
-        RecountTeamHealth(hh^.Team);
-        inc(graves.ar^[Gear^.Tag]^.Health);
-        inc(Gear^.Tag)
-{-for i:= 0 to High(graves) do begin
-            if hh^.Gear^.Health > 0 then begin
-                dec(hh^.Gear^.Health);
-                inc(graves[i]^.Health);
-            end;
-        end; -}
-        end
-    else
-        begin
-        // now really resurrect the hogs with the hp saved in the graves
-        for i:= 0 to graves.size - 1 do
-            if graves.ar^[i]^.Health > 0 then
-                begin
-                resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
-                resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
-                resgear^.Health := graves.ar^[i]^.Health;
-                PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
-                graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
-                graves.ar^[i]^.Active:= true;
-                RenderHealth(resgear^.Hedgehog^);
-                RecountTeamHealth(resgear^.Hedgehog^.Team);
-                resgear^.Hedgehog^.Effects[heResurrected]:= 1;
-                // only make hat-less hedgehogs look like zombies, preserve existing hats
-
-                if resgear^.Hedgehog^.Hat = 'NoHat' then
-                    LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
-                end;
-
-        hh^.Gear^.dY := _0;
-        hh^.Gear^.dX := _0;
-        doStepHedgehogMoving(hh^.Gear);
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        end
-    //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
-end;
-
-procedure doStepResurrector(Gear: PGear);
-var
-    graves: PGearArrayS;
-    hh: PHedgehog;
-    i: LongInt;
-begin
-    AllInactive := false;
-    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
-    if graves.size > 0 then
-        begin
-        hh := Gear^.Hedgehog;
-        for i:= 0 to graves.size - 1 do
-            begin
-            PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
-            graves.ar^[i]^.Health := 0;
-            end;
-        Gear^.doStep := @doStepResurrectorWork;
-        if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
-            begin
-            if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
-            dec(hh^.Gear^.Health);
-            if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
-                hh^.Gear^.Damage:= 1;
-            RenderHealth(hh^);
-            RecountTeamHealth(hh^.Team);
-            inc(graves.ar^[Gear^.Tag]^.Health);
-            inc(Gear^.Tag)
-            end
-        end
-    else
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepNapalmBomb(Gear: PGear);
-var
-    i, gX, gY: LongInt;
-    dX, dY: hwFloat;
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
-    begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        for i:= 0 to 10 do
-        begin
-            dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
-            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
-            AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
-            AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
-            AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
-            AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
-        end;
-        DeleteGear(Gear);
-        exit
-    end;
-    if (Gear^.Timer = 0) then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
-        for i:= -19 to 19 do
-           FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
-        DeleteGear(Gear);
-        exit
-        end;
-    if (GameTicks and $3F) = 0 then
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-    dec(Gear^.Timer)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepStructure(Gear: PGear);
-var
-    x, y: LongInt;
-    HH: PHedgehog;
-    t: PGear;
-begin
-    HH:= Gear^.Hedgehog;
-
-    if (Gear^.State and gstMoving) <> 0 then
-        begin
-        AddGearCI(Gear);
-        Gear^.dX:= _0;
-        Gear^.dY:= _0;
-        Gear^.State:= Gear^.State and (not gstMoving);
-        end;
-
-    dec(Gear^.Health, Gear^.Damage);
-    Gear^.Damage:= 0;
-
-    if Gear^.Pos = 1 then
-        begin
-        AddGearCI(Gear);
-        AfterAttack;
-        if Gear = CurAmmoGear then
-            CurAmmoGear:= nil;
-        if HH^.Gear <> nil then
-            HideHog(HH);
-        Gear^.Pos:= 2
-        end;
-
-    if Gear^.Pos = 2 then
-        begin
-        if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
-            begin
-            if (Gear^.Timer mod 10) = 0 then
-                begin
-                DeleteCI(Gear);
-                Gear^.Y:= Gear^.Y - _0_5;
-                AddGearCI(Gear);
-                end;
-            inc(Gear^.Timer);
-            end;
-        if Gear^.Tag <= TotalRounds then
-            Gear^.Pos:= 3;
-        end;
-
-    if Gear^.Pos = 3 then
-        if Gear^.Timer < 1000 then
-            begin
-            if (Gear^.Timer mod 10) = 0 then
-                begin
-                DeleteCI(Gear);
-                Gear^.Y:= Gear^.Y - _0_5;
-                AddGearCI(Gear);
-                end;
-            inc(Gear^.Timer);
-            end
-        else
-            begin
-            if HH^.GearHidden <> nil then
-                RestoreHog(HH);
-            Gear^.Pos:= 4;
-            end;
-
-    if Gear^.Pos = 4 then
-        if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
-            begin
-            t:= GearsList;
-            while t <> nil do
-                begin
-                if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
-                    t^.Invulnerable:= true;
-                t:= t^.NextGear;
-                end;
-            end;
-
-    if Gear^.Health <= 0 then
-        begin
-        if HH^.GearHidden <> nil then
-            RestoreHog(HH);
-
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-
-        DeleteCI(Gear);
-        DeleteGear(Gear);
-
-        doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-(*
- TARDIS needs
- Warp in.  Pos = 1
- Pause.    Pos = 2
- Hide gear  (TARDIS hedgehog was nil)
- Warp out. Pos = 3
- ... idle active for some time period ...  Pos = 4
- Warp in.  Pos = 1
- Pause.    Pos = 2
- Restore gear  (TARDIS hedgehog was not nil)
- Warp out. Pos = 3
-*)
-
-procedure doStepTardisWarp(Gear: PGear);
-var HH: PHedgehog;
-    i,j,cnt: LongWord;
-begin
-HH:= Gear^.Hedgehog;
-if Gear^.Pos = 2 then
-    begin
-    StopSoundChan(Gear^.SoundChannel);
-    if (Gear^.Timer = 0) then
-        begin
-        if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
-            begin
-            AfterAttack;
-            if Gear = CurAmmoGear then CurAmmoGear := nil;
-            if (HH^.Gear^.Damage = 0) and  (HH^.Gear^.Health > 0) and
-            ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
-                HideHog(HH)
-            end
-        //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
-        else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
-            RestoreHog(HH)
-        end;
-
-    inc(Gear^.Timer);
-    if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
-        begin
-        Gear^.SoundChannel := LoopSound(sndTardis);
-        Gear^.Pos:= 3
-        end
-    end;
-
-if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
-    begin
-    inc(Gear^.Power);
-    if (Gear^.Power = 172) and (HH^.Gear <> nil) and
-        (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
-        ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
-            with HH^.Gear^ do
-                begin
-                State:= State or gstAnimation;
-                Tag:= 2;
-                Timer:= 0;
-                Pos:= 0
-                end
-    end;
-if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
-    dec(Gear^.Power);
-if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
-    Gear^.Pos:= 2;
-if (Gear^.Pos = 3) and (Gear^.Power = 0) then
-    begin
-    StopSoundChan(Gear^.SoundChannel);
-    if HH^.GearHidden = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-    Gear^.Pos:= 4;
-    // This condition might need tweaking
-    Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
-    end;
-
-if (Gear^.Pos = 4) then
-    begin
-    cnt:= 0;
-    for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
-        for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
-            if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
-            and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
-            and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
-                inc(cnt);
-    if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
-        begin
-        if HH^.GearHidden <> nil then
-            FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
-
-        if HH^.GearHidden <> nil then
-            begin
-            Gear^.X:= HH^.GearHidden^.X;
-            Gear^.Y:= HH^.GearHidden^.Y;
-            end;
-        Gear^.Timer:= 0;
-
-        if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
-            begin
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
-            Gear^.Pos:= 2;
-            Gear^.Power:= 255;
-            end
-        else begin
-            Gear^.SoundChannel := LoopSound(sndTardis);
-            Gear^.Pos:= 1;
-            Gear^.Power:= 0;
-            end
-        end
-    else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
-    end;
-
-end;
-
-procedure doStepTardis(Gear: PGear);
-var i,j,cnt: LongWord;
-    HH: PHedgehog;
-begin
-(*
-    Conditions for not activating.
-    1. Hog is last of his clan
-    2. Sudden Death is in play
-    3. Hog is a king
-*)
-    HH:= Gear^.Hedgehog;
-    if HH^.Gear <> nil then
-    if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
-        begin
-        if HH^.Gear <> nil then
-            begin
-            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
-            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
-            end;
-        PlaySound(sndDenied);
-        DeleteGear(gear);
-        exit
-        end;
-    cnt:= 0;
-    for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
-        for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
-            if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
-            and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
-            and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
-                inc(cnt);
-    if cnt < 2 then
-        begin
-        if HH^.Gear <> nil then
-            begin
-            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
-            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
-            end;
-            PlaySound(sndDenied);
-            DeleteGear(gear);
-            exit
-        end;
-    Gear^.SoundChannel := LoopSound(sndTardis);
-    Gear^.doStep:= @doStepTardisWarp
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-(*
-WIP. The ice gun will have the following effects.  It has been proposed by sheepluva that it take the appearance of a large freezer
-spewing ice cubes.  The cubes will be visual gears only.  The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
-For now we assume a "ray" like a deagle projected out from the gun.
-All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks.  This is a simplifying assumption for "gun was applying freezing effect to the same target".
-  * When fired at water a layer of ice textured land is added above the water.
-  * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
-  * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.  As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.  If the effect is interrupted before reaching the top, the freezing state is cleared.
-A frozen hog will animate differently.  To be decided, but possibly in a similar fashion to a grave when it comes to explosions.  The hog might (possibly) not be damaged by explosions.  This might make freezing potentially useful for friendlies in a bad position.  It might be better to allow damage though.
-A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
-*)
-
-
-procedure updateFuel(Gear: PGear);
-var
-  t:LongInt;
-begin
-    t:= Gear^.Health div 10;
-    if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-    begin
-    Gear^.Damage:= t;
-    FreeTexture(Gear^.Tex);
-    Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
-              '%', cWhiteColor, fntSmall)
-    end;
-    if Gear^.Message and (gmUp or gmDown) <> 0 then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.SoundChannel:= -1;
-        if GameTicks mod 40 = 0 then dec(Gear^.Health)
-        end
-    else 
-        begin
-        if Gear^.SoundChannel = -1 then
-            Gear^.SoundChannel := LoopSound(sndIceBeam);
-        if GameTicks mod 10 = 0 then dec(Gear^.Health)
-        end
-end;
-
-
-procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-//    var
-//    iter:PGear;
-begin
-  with Gear^ do
-  begin
-    dX:= newX;
-    dY:= newY;
-    Pos:= 0;
-    Target.X:= NoPointX;
-    LastDamage:= nil;
-    X:= Hedgehog^.Gear^.X;
-    Y:= Hedgehog^.Gear^.Y;
-  end;
-end;
-
-procedure doStepIceGun(Gear: PGear);
-const iceWaitCollision = 0;
-const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
-const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
-const groundFreezingTime = 1000;
-const iceRadius = 32;
-const iceHeight = 40;
-var
-    HHGear, iter: PGear;
-    landRect: TSDL_Rect;
-    ndX, ndY: hwFloat;
-    i, t, gX, gY: LongInt;
-    hogs: PGearArrayS;
-    vg: PVisualGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967)  then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-    updateFuel(Gear);
-
-    with Gear^ do
-        begin
-        HedgehogChAngle(HHGear);
-        ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
-        ndY:= -AngleCos(HHGear^.Angle) * _4;
-        if (ndX <> dX) or (ndY <> dY) or
-           ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
-             (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
-            begin
-            updateTarget(Gear, ndX, ndY);
-            Timer := iceWaitCollision;
-            end
-        else
-            begin
-            X:= X + dX;
-            Y:= Y + dY;
-            gX:= hwRound(X);
-            gY:= hwRound(Y);
-            if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
-
-            if Target.X <> NoPointX then
-                begin
-                CheckCollision(Gear);
-                if (State and gstCollision) <> 0 then
-                    begin
-                    if Timer = iceWaitCollision then
-                        begin
-                        Timer := iceCollideWithGround;
-                        Power := GameTicks;
-                        end
-                    end
-                else if (target.y >= cWaterLine) then
-                    begin
-                    if Timer = iceWaitCollision then
-                        begin
-                        Timer := iceCollideWithWater;
-                        Power := GameTicks;
-                        end;
-                    end;
-
-                if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
-                    begin
-                    X:= HHGear^.X;
-                    Y:= HHGear^.Y
-                    end;
-
-                if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
-                    begin
-                    FillRoundInLand2(target.x, target.y, iceRadius, icePixel);
-                    landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
-                    landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
-                    landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
-                    landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
-                    UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
-                    
-                    // Freeze nearby mines/explosives/cases too
-                    iter := GearsList;
-                    while iter <> nil do
-                        begin
-                        if (iter^.State and gstFrozen = 0) and
-                           ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and 
-                           (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
-                            begin
-                            for t:= 0 to 5 do
-                                begin
-                                vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
-                                if vg <> nil then
-                                    begin
-                                    i:= random(100) + 155;
-                                    vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
-                                    vg^.Angle:= random(360);
-                                    vg^.dx:= 0.001 * random(80);
-                                    vg^.dy:= 0.001 * random(80)
-                                    end
-                                end;
-                            PlaySound(sndHogFreeze);
-                            iter^.State:= iter^.State or gstFrozen;
-                            if iter^.Kind = gtMine then // dud mine block
-                                begin
-                                vg:= AddVisualGear(hwRound(iter^.X) - 4  + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
-                                if vg <> nil then
-                                    vg^.Scale:= 0.5;
-                                PlaySound(sndVaporize);
-                                iter^.Health := 0;
-                                iter^.Damage := 0;
-                                iter^.State := iter^.State and (not gstAttacking)
-                                end
-                            else if iter^.Kind = gtCase then
-                                begin
-                                DeleteCI(iter);
-                                AddGearCI(iter)
-                                end
-                            else // gtExplosives
-                                iter^.Health:= iter^.Health + cBarrelHealth
-                            end;
-                        iter:= iter^.NextGear
-                        end;
-
-                    // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
-                    SetAllHHToActive(true);
-                    Timer := iceWaitCollision;
-                    end;
-
-                if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
-                    begin
-                    PlaySound(sndHogFreeze);
-                    DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
-                    SetAllHHToActive(true);
-                    Timer := iceWaitCollision;
-                    end;
-(*
- Any ideas for something that would look good here?
-                if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
-                    begin
-                        vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
-                        if vg <> nil then
-                            begin
-                            i:= random(100) + 155;
-                            vg^.Tint:= IceColor or $FF;
-                            vg^.Angle:= random(360);
-                            vg^.dx:= 0.001 * random(80);
-                            vg^.dy:= 0.001 * random(80)
-                            end
-                    end;
-*)
-
-// freeze nearby hogs
-                hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
-                if hogs.size > 0 then
-                    for i:= 0 to hogs.size - 1 do
-                        if hogs.ar^[i] <> HHGear then
-                            if GameTicks mod 5 = 0 then
-                                begin
-                                hogs.ar^[i]^.Active:= true;
-                                if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
-                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
-                                else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
-                                    begin
-                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
-                                    PlaySound(sndHogFreeze);
-                                    end;
-                                end;
-                inc(Pos)
-                end
-            else if (t > 400) and ((gY > cWaterLine) or
-                    (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
-                        and (Land[gY, gX] <> 0))) then
-                begin
-                Target.X:= gX;
-                Target.Y:= gY;
-                X:= HHGear^.X;
-                Y:= HHGear^.Y
-                end;
-            if (gX > max(LAND_WIDTH,4096)*2) or
-                    (gX < -max(LAND_WIDTH,4096)) or
-                    (gY < -max(LAND_HEIGHT,4096)) or
-                    (gY > max(LAND_HEIGHT,4096)+512) then
-                begin
-                //X:= HHGear^.X;
-                //Y:= HHGear^.Y
-                Target.X:= gX;
-                Target.Y:= gY;
-                end
-        end
-    end;
-end;
-
-procedure doStepAddAmmo(Gear: PGear);
-var a: TAmmoType;
-    gi: PGear;
-begin
-if Gear^.Timer > 0 then dec(Gear^.Timer)
-else
-    begin
-    if Gear^.Pos = posCaseUtility then
-        a:= GetUtility(Gear^.Hedgehog)
-    else
-        a:= GetAmmo(Gear^.Hedgehog);
-    CheckSum:= CheckSum xor GameTicks;
-    gi := GearsList;
-    while gi <> nil do
-        begin
-        with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
-        AddRandomness(CheckSum);
-        if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and (not gstTmpFlag);
-        gi := gi^.NextGear
-        end;
-    AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
-    DeleteGear(Gear)
-    end;
-end;
-
-procedure doStepGenericFaller(Gear: PGear);
-begin
-if Gear^.Timer < $FFFFFFFF then
-    if Gear^.Timer > 0 then
-        dec(Gear^.Timer)
-    else
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
-    begin
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
-        begin
-        Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
-        Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
-        Gear^.dX:= _90-(GetRandomf*_360);
-        Gear^.dY:= _90-(GetRandomf*_360)
-        end;
-    end
-end;
-
-procedure doStepCreeper(Gear: PGear);
-var hogs: PGearArrayS;
-    HHGear: PGear;
-    tdX: hwFloat;
-    dir: LongInt;
-begin
-doStepFallingGear(Gear);
-if Gear^.Timer > 0 then dec(Gear^.Timer);
-// creeper sleep phase
-if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
-
-if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
-else HHGear:= nil;
-
-// creeper boom phase
-if (Gear^.State and gstTmpFlag <> 0) then
-    begin
-    if (Gear^.Timer = 0) then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
-        DeleteGear(Gear)
-        end;
-    // ssssss he essssscaped
-    if (Gear^.Timer > 250) and ((HHGear = nil) or
-            (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) >  180) and
-            (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
-        begin
-        Gear^.State:= Gear^.State and (not gstTmpFlag);
-        Gear^.Timer:= 0
-        end;
-    exit
-    end;
-
-// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
-if (HHGear = nil) or (Gear^.Timer = 0) or
-   (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle))
-    then
-    begin
-    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
-    if hogs.size > 1 then
-        Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
-    else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
-    else Gear^.Hedgehog:= nil;
-    if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
-    exit
-    end;
-
-// we have a target. move the creeper.
-if HHGear <> nil then
-    begin
-    // GOTCHA
-    if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) <  50) and
-         (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
-        begin
-        // hisssssssssss
-        Gear^.State:= Gear^.State or gstTmpFlag;
-        Gear^.Timer:= 1500;
-        exit
-        end;
-    if (Gear^.State and gstMoving <> 0) then
-        begin
-        Gear^.dY:= _0;
-        Gear^.dX:= _0;
-        end
-    else if (GameTicks and $FF = 0) then
-        begin
-        tdX:= HHGear^.X-Gear^.X;
-        dir:= hwSign(tdX);
-        if (not TestCollisionX(Gear, dir)) then
-            Gear^.X:= Gear^.X + signAs(_1,tdX);
-        if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
-            begin
-            Gear^.dX:= SignAs(_0_15, tdX);
-            Gear^.dY:= -_0_3;
-            Gear^.State:= Gear^.State or gstMoving
-            end
-        end;
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-//    la: hwFloat;
-var   a: real;
-begin
-    // Gear is shrunk so it can actually escape the hog without carving into the terrain
-    if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
-    if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
-    else if Gear^.Damage > 30 then
-        if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
-    Gear^.Damage:= 0;
-    if Gear^.Timer > 0 then dec(Gear^.Timer);
-    if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
-        begin
-        DeleteCI(Gear);
-        Gear^.Radius:= 7;
-        // used for damage and impact calc. needs balancing I think
-        Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
-        doStepFallingGear(Gear);
-        AllInactive := false;
-        a:= Gear^.DirAngle;
-        CalcRotationDirAngle(Gear);
-        Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
-        end
-    else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
-        begin
-        (*ox:= 0; oy:= 0;
-        if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
-        if TestCollisionXwithGear(Gear, 1)       then ox:=  1;
-        if TestCollisionXwithGear(Gear, -1)      then ox:= -1;
-        if TestCollisionYwithGear(Gear, 1) <> 0  then oy:=  1;
-        if Gear^.Health > 0 then
-            PlaySound(sndRopeAttach);
-
-        la:= _10000;
-        if (ox <> 0) or (oy <> 0) then
-            la:= CalcSlopeNearGear(Gear, ox, oy);
-        if la = _10000 then
-            begin
-            // debug for when we couldn't get an angle
-            //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
-            Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
-            if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
-             ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- //           end
- //       else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- //       AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
-        Gear^.dX:= _0;
-        Gear^.dY:= _0;
-        Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
-        Gear^.Radius:= 16;
-        if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
-        Gear^.Health:= 0;
-        Gear^.Timer:= 500;
-        AddGearCI(Gear)
-        end
-    else if GameTicks and $3F = 0 then
-        begin
-        if  (TestCollisionYwithGear(Gear, -1) = 0)
-        and (not (TestCollisionXwithGear(Gear, 1)))
-        and (not (TestCollisionXwithGear(Gear, -1)))
-        and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
-        end
-end;
-(*
- This didn't end up getting used, but, who knows, might be reasonable for javellin or something
-// Make the knife initial angle based on the hog attack angle, or is that too hard?
-procedure doStepKnife(Gear: PGear);
-var t,
-    gx, gy, ga,  // gear x,y,angle
-    lx, ly, la, // land x,y,angle
-    ox, oy, // x,y offset
-    w, h,   // wXh of clip area
-    tx, ty  // tip position in sprite
-    : LongInt;
-    surf: PSDL_Surface;
-    s: hwFloat;
-
-begin
-    Gear^.dY := Gear^.dY + cGravity;
-    if (GameFlags and gfMoreWind) <> 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    CheckGearDrowning(Gear);
-    gx:= hwRound(Gear^.X);
-    gy:= hwRound(Gear^.Y);
-    if Gear^.State and gstDrowning <> 0 then exit;
-    with Gear^ do
-        begin
-        if CheckLandValue(gx, gy, lfLandMask) then
-            begin
-            t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
-            if t < 0 then inc(t, 4096)
-            else if 4095 < t then dec(t, 4096);
-            Angle:= t;
-
-            DirAngle:= Angle / 4096 * 360
-            end
-        else
-            begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
-            t:= Angle mod 1024;
-            case t div 128 of
-                0:  begin
-                    ox:=   2; oy:= 5;
-                    w :=  25;  h:= 5;
-                    tx:=   0; ty:= 2
-                    end;
-                1:  begin
-                    ox:=   2; oy:= 15;
-                     w:=  24;  h:=  8;
-                    tx:=   0; ty:=  7
-                    end;
-                2:  begin
-                    ox:=   2; oy:= 27;
-                     w:=  23;  h:= 12;
-                    tx:= -12; ty:= -5
-                    end;
-                3:  begin
-                    ox:=   2; oy:= 43;
-                     w:=  21;  h:= 15;
-                    tx:=   0; ty:= 14
-                    end;
-                4:  begin
-                    ox:= 29; oy:=  8;
-                     w:= 19;  h:= 19;
-                    tx:=  0; ty:= 17
-                    end;
-                5:  begin
-                    ox:= 29; oy:=  32;
-                     w:= 15;  h:=  21;
-                    tx:=  0; ty:=  20
-                    end;
-                6:  begin
-                    ox:= 51; oy:=   3;
-                     w:= 11;  h:=  23;
-                    tx:=  0; ty:=  22
-                    end;
-                7:  begin
-                    ox:= 51; oy:=  34;
-                     w:=  7;  h:=  24;
-                    tx:=  0; ty:=  23
-                    end
-                end;
-
-            surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
-            copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
-            // try to make the knife hit point first
-            lx := 0;
-            ly := 0;
-            if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
-                begin
-                la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
-                ga:= vector2Angle(dX, dY);
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
-                // change  to 0 to 4096 forced by LongWord in Gear
-                if la < 0 then la:= 4096+la;
-                if ga < 0 then ga:= 4096+ga;
-                if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
-                    begin
-                    if Angle >= 2048 then dec(Angle, 2048)
-                    else if Angle < 2048 then inc(Angle, 2048)
-                    end;
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
-                end;
-            case Angle div 1024 of
-                0:  begin
-                    flipSurface(surf, true);
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
-                    end;
-                1:  begin
-                    flipSurface(surf, false);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
-                    end;
-                2:  begin // knife was actually drawn facing this way...
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
-                    end;
-                3:  begin
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
-                    end
-                end;
-            SDL_FreeSurface(surf);
-            // this needs to calculate actual width/height + land clipping since update texture doesn't.
-            // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
-            UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
-            DeleteGear(Gear);
-            exit
-            end
-        end;
-end;
-*)