hedgewars/uGearsHandlersMess.pas
branchwebgl
changeset 9521 8054d9d775fd
parent 9236 ddd675825672
parent 9505 56e0cca99e20
child 9950 2759212a27de
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsHandlersMess.pas	Fri Oct 11 17:43:13 2013 +0200
@@ -0,0 +1,5840 @@
+(*
+ * 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)
+ *)
+ 
+ {$INCLUDE "options.inc"}
+
+unit uGearsHandlersMess;
+interface
+uses uTypes, uFloat;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+procedure HideHog(HH: PHedgehog);
+procedure doStepDrowningGear(Gear: PGear);
+procedure doStepFallingGear(Gear: PGear);
+procedure doStepBomb(Gear: PGear);
+procedure doStepMolotov(Gear: PGear);
+procedure doStepCluster(Gear: PGear);
+procedure doStepShell(Gear: PGear);
+procedure doStepSnowball(Gear: PGear);
+procedure doStepSnowflake(Gear: PGear);
+procedure doStepGrave(Gear: PGear);
+procedure doStepBeeWork(Gear: PGear);
+procedure doStepBee(Gear: PGear);
+procedure doStepShotIdle(Gear: PGear);
+procedure doStepShotgunShot(Gear: PGear);
+procedure spawnBulletTrail(Bullet: PGear);
+procedure doStepBulletWork(Gear: PGear);
+procedure doStepDEagleShot(Gear: PGear);
+procedure doStepSniperRifleShot(Gear: PGear);
+procedure doStepActionTimer(Gear: PGear);
+procedure doStepPickHammerWork(Gear: PGear);
+procedure doStepPickHammer(Gear: PGear);
+procedure doStepBlowTorchWork(Gear: PGear);
+procedure doStepBlowTorch(Gear: PGear);
+procedure doStepMine(Gear: PGear);
+procedure doStepSMine(Gear: PGear);
+procedure doStepDynamite(Gear: PGear);
+procedure doStepRollingBarrel(Gear: PGear);
+procedure doStepCase(Gear: PGear);
+procedure doStepTarget(Gear: PGear);
+procedure doStepIdle(Gear: PGear);
+procedure doStepShover(Gear: PGear);
+procedure doStepWhip(Gear: PGear);
+procedure doStepFlame(Gear: PGear);
+procedure doStepFirePunchWork(Gear: PGear);
+procedure doStepFirePunch(Gear: PGear);
+procedure doStepParachuteWork(Gear: PGear);
+procedure doStepParachute(Gear: PGear);
+procedure doStepAirAttackWork(Gear: PGear);
+procedure doStepAirAttack(Gear: PGear);
+procedure doStepAirBomb(Gear: PGear);
+procedure doStepGirder(Gear: PGear);
+procedure doStepTeleportAfter(Gear: PGear);
+procedure doStepTeleportAnim(Gear: PGear);
+procedure doStepTeleport(Gear: PGear);
+procedure doStepSwitcherWork(Gear: PGear);
+procedure doStepSwitcher(Gear: PGear);
+procedure doStepMortar(Gear: PGear);
+procedure doStepKamikazeWork(Gear: PGear);
+procedure doStepKamikazeIdle(Gear: PGear);
+procedure doStepKamikaze(Gear: PGear);
+procedure doStepCakeExpl(Gear: PGear);
+procedure doStepCakeDown(Gear: PGear);
+procedure doStepCakeWork(Gear: PGear);
+procedure doStepCakeUp(Gear: PGear);
+procedure doStepCakeFall(Gear: PGear);
+procedure doStepCake(Gear: PGear);
+procedure doStepSeductionWork(Gear: PGear);
+procedure doStepSeductionWear(Gear: PGear);
+procedure doStepSeduction(Gear: PGear);
+procedure doStepWaterUp(Gear: PGear);
+procedure doStepDrillDrilling(Gear: PGear);
+procedure doStepDrill(Gear: PGear);
+procedure doStepBallgunWork(Gear: PGear);
+procedure doStepBallgun(Gear: PGear);
+procedure doStepRCPlaneWork(Gear: PGear);
+procedure doStepRCPlane(Gear: PGear);
+procedure doStepJetpackWork(Gear: PGear);
+procedure doStepJetpack(Gear: PGear);
+procedure doStepBirdyDisappear(Gear: PGear);
+procedure doStepBirdyFly(Gear: PGear);
+procedure doStepBirdyDescend(Gear: PGear);
+procedure doStepBirdyAppear(Gear: PGear);
+procedure doStepBirdy(Gear: PGear);
+procedure doStepEggWork(Gear: PGear);
+procedure doPortalColorSwitch();
+procedure doStepPortal(Gear: PGear);
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+procedure doStepMovingPortal_real(Gear: PGear);
+procedure doStepMovingPortal(Gear: PGear);
+procedure doStepPortalShot(newPortal: PGear);
+procedure doStepPiano(Gear: PGear);
+procedure doStepSineGunShotWork(Gear: PGear);
+procedure doStepSineGunShot(Gear: PGear);
+procedure doStepFlamethrowerWork(Gear: PGear);
+procedure doStepFlamethrower(Gear: PGear);
+procedure doStepLandGunWork(Gear: PGear);
+procedure doStepLandGun(Gear: PGear);
+procedure doStepPoisonCloud(Gear: PGear);
+procedure doStepHammer(Gear: PGear);
+procedure doStepHammerHitWork(Gear: PGear);
+procedure doStepHammerHit(Gear: PGear);
+procedure doStepResurrectorWork(Gear: PGear);
+procedure doStepResurrector(Gear: PGear);
+procedure doStepNapalmBomb(Gear: PGear);
+procedure doStepStructure(Gear: PGear);
+procedure doStepTardisWarp(Gear: PGear);
+procedure doStepTardis(Gear: PGear);
+procedure updateFuel(Gear: PGear);
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+procedure doStepIceGun(Gear: PGear);
+procedure doStepAddAmmo(Gear: PGear);
+procedure doStepGenericFaller(Gear: PGear);
+procedure doStepCreeper(Gear: PGear);
+procedure doStepKnife(Gear: PGear);
+
+var
+    upd: Longword;
+    snowLeft,snowRight: LongInt;
+
+implementation
+uses uConsts, uVariables, uVisualGearsList, uRandom, uCollisions, uGearsList, uUtils, uSound
+    , SDLh, uScript, uGearsHedgehog, uGearsUtils, uIO, uCaptions, uLandGraphics
+    , uGearsHandlers, uTextures, uRenderUtils, uAmmos, uTeams, uLandTexture, uCommands
+    , uStore, uAI, uStats;
+
+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 > $FE))
+    or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+        DeleteGear(Gear);
+    end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFallingGear(Gear: PGear);
+var
+    isFalling: boolean;
+    //tmp: QWord;
+    tdX, tdY: hwFloat;
+    collV, collH: LongInt;
+    land: word;
+begin
+    WorldWrap(Gear);
+
+    // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
+{$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;
+    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
+    WorldWrap(Gear);
+    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
+        Gear^.State:= Gear^.State and (not gstSubmersible);
+        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;
+        WorldWrap(Gear);
+        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, x, y: LongWord;
+    oX, oY, tX, tY, cX, cY: 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;
+        tX:= Gear^.X;
+        tY:= Gear^.Y;
+        if WorldWrap(Gear) then
+            begin
+            cX:= Gear^.X;
+            cY:= Gear^.Y;
+            Gear^.X:= tX;
+            Gear^.Y:= tY;
+            SpawnBulletTrail(Gear);
+            Gear^.X:= cX;
+            Gear^.Y:= cY;
+            inc(Gear^.PortalCounter);
+            Gear^.Elasticity:= Gear^.X;
+            Gear^.Friction:= Gear^.Y;
+            SpawnBulletTrail(Gear);
+            end;
+        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;
+    WorldWrap(Gear);
+    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;
+    WorldWrap(Gear);
+    dec(Gear^.Timer);
+    if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
+        dec(TurnTimeLeft);
+
+    if Gear^.Hedgehog^.Gear = nil then
+        begin
+        DeleteGear(Gear);
+        AfterAttack;
+        exit
+        end;
+
+    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
+            AddCI(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;
+            AddCI(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;
+        AddCI(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 AddCI(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
+        AddCI(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;
+    landPixel: Word;
+begin
+    WorldWrap(Gear);
+    sticky:= (Gear^.State and gsttmpFlag) <> 0;
+    if (not sticky) then AllInactive := false;
+
+    landPixel:= TestCollisionYwithGear(Gear, 1);
+    if landPixel = 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 (Gear^.Timer = 1) and (GameTicks and $3 = 0) then
+            begin
+            Gear^.Y:= Gear^.Y+_6;
+            if (landPixel and lfIce <> 0) or (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
+                begin
+                gX := hwRound(Gear^.X);
+                gY := hwRound(Gear^.Y)-6;
+                DrawExplosion(gX, gY, 4);
+                PlaySound(sndVaporize);
+                AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSteam);
+                DeleteGear(Gear);
+                exit
+                end;
+            Gear^.Y:= Gear^.Y-_6
+            end;
+        if sticky and (GameTicks and $F = 0) then
+            begin
+            Gear^.Radius := 7;
+            tdX:= Gear^.dX;
+            tdY:= Gear^.dY;
+            Gear^.dX.QWordValue:= 120000000;
+            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 + GetRandom(2)
+                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 + GetRandom(2);
+                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;
+    rx: LongInt;
+begin
+    AllInactive := false;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    tx := int2hwFloat(Gear^.Target.X);
+    ty := int2hwFloat(Gear^.Target.Y);
+    x := HHGear^.X;
+    y := HHGear^.Y;
+    rx:= hwRound(x);
+
+    if ((Distance(tx - x, ty - y) > _256) and ((WorldEdge <> weWrap) or 
+            (
+            (Distance(tx - int2hwFloat(rightX+(rx-leftX)), ty - y) > _256) and
+            (Distance(tx - int2hwFloat(leftX-(rightX-rx)), 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 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, X, Y : hwFloat;
+    fChanged: boolean;
+    trueAngle: Longword;
+    t: PGear;
+begin
+    if WorldWrap(Gear) and (WorldEdge <> weWrap) then
+        begin
+        Y.isNegative:= false;
+        Y.QWordValue:= 4294967296 * 112;
+        X.isNegative:= false;
+        X.QWordValue:= 4294967296 * 35;
+        dX.isNegative:= false;
+        dX.QWordValue:= 4294967296 * 1152;
+
+        dY:=hwAbs(Gear^.dX*4);
+        dY:= dY + hwPow(dY,3)/_6 + _3 * hwPow(dY,5) / _40 + _5 * hwPow(dY,7) / Y + X * hwPow(dY,9) / dX;
+        Gear^.Angle:= hwRound(dY*_2048 / _PI);
+        if not Gear^.dY.isNegative then Gear^.Angle:= 2048-Gear^.Angle;
+        if Gear^.dX.isNegative then Gear^.Angle:= 4096-Gear^.Angle;
+        end;
+    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
+    WorldWrap(Gear);
+    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
+    WorldWrap(Gear);
+    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
+        AddCI(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
+        AddCI(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;
+                AddCI(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;
+                AddCI(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
+        with HH^.Team^.Clan^.Teams[j]^ do
+            for i:= 0 to Pred(HedgehogsNumber) do
+                if (Hedgehogs[i].Gear <> nil)
+                and ((Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+                and (Hedgehogs[i].Gear^.Health > 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^.State and gstHHDriven) = 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);
+                            if iter^.Kind = gtMine then // dud mine block
+                                begin
+                                iter^.State:= iter^.State or gstFrozen;
+                                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);
+                                iter^.State:= iter^.State or gstFrozen;
+                                AddCI(iter)
+                                end
+                            else // gtExplosives
+                                begin
+                                iter^.State:= iter^.State or gstFrozen;
+                                iter^.Health:= iter^.Health + cBarrelHealth
+                                end
+                            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;
+        AddCI(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;
+*)
+
+end.