hedgewars/GSHandlers.inc
author unc0rr
Sat, 09 Jun 2012 17:05:16 +0400
changeset 7204 522f165cd2e7
parent 7195 9e6e8e5a4c2e
child 7268 3a61c53346a8
permissions -rw-r--r--
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots. - Temporarily make AI tell its expectations in chat

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

(*
 * This file contains the step handlers for gears.
 *
 * Important: Since gears change the course of the game, calculations that
 *            lead to different results for different clients/players/machines
 *            should NOT occur!
 *            Use safe functions and data types! (e.g. GetRandom() and hwFloat)
 *)

procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
var
    dX, dY, sX, sY: hwFloat;
    i, steps: LongWord;
    caller: TGearStepProcedure;
begin
    dX:= Gear^.dX;
    dY:= Gear^.dY;
    steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));

    // Gear is still on the same Pixel it was before
    if steps < 1 then
        begin
        if onlyCheckIfChanged then
            begin
            Gear^.X := Gear^.X + dX;
            Gear^.Y := Gear^.Y + dY;
            EXIT;
            end
        else
            steps := 1;
        end;

    if steps > 1 then
        begin
        sX:= dX / steps;
        sY:= dY / steps;
        end
        
    else
        begin
        sX:= dX;
        sY:= dY;
        end;

    caller:= Gear^.doStep;

    for i:= 1 to steps do
        begin
        Gear^.X := Gear^.X + sX;
        Gear^.Y := Gear^.Y + sY;
        step(Gear);
        if (Gear^.doStep <> caller)
        or ((Gear^.State and gstCollision) <> 0)
        or ((Gear^.State and gstMoving) = 0) then
            break;
        end;
end;

procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
var 
    gi: PGear;
    d: LongInt;
begin
    gi := GearsList;
    while gi <> nil do
        begin
        if (gi^.Kind = gtHedgehog) then
            begin
            d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
            if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
                begin
                if (CurrentHedgehog^.Gear = gi) then
                    PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
                    
                else
                    begin
                    if (gi^.State and gstMoving) = 0 then
                        gi^.State := gi^.State or gstLoser;
                        
                    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;
        
    RemoveGearFromList(HH^.Gear);
    with HH^.Gear^ do
        begin
        Z := cHHZ;
        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 RestoreHog(HH: PHedgehog);
begin
    HH^.Gear:=HH^.GearHidden;
    HH^.GearHidden:= nil;
    InsertGearToList(HH^.Gear);
    HH^.Gear^.State:= (HH^.Gear^.State and (not (gstHHDriven or gstInvisible or gstAttacking))) or gstAttacked;
    AddGearCI(HH^.Gear);
    HH^.Gear^.Active:= true;
    ScriptCall('onHogRestore', HH^.Gear^.Uid)
end;

////////////////////////////////////////////////////////////////////////////////
procedure CheckCollision(Gear: PGear); inline;
begin
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
    or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then
        Gear^.State := Gear^.State or gstCollision
    else
        Gear^.State := Gear^.State and (not gstCollision)
end;

procedure CheckCollisionWithLand(Gear: PGear); inline;
begin
    if TestCollisionX(Gear, hwSign(Gear^.dX))
    or TestCollisionY(Gear, hwSign(Gear^.dY)) then
        Gear^.State := Gear^.State or gstCollision
    else 
        Gear^.State := Gear^.State and (not gstCollision)
end;


////////////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
    begin
    AllInactive := false;
    Gear^.Y := Gear^.Y + cDrownSpeed;
    Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
    // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
    if ((not SuddenDeathDmg and (WaterOpacity < $FF))
    or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
        if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
            AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
    else if Random(12) = 0 then
             AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);
    if (not SuddenDeathDmg and (WaterOpacity > $FE))
    or (SuddenDeathDmg and (SDWaterOpacity > $FE))
    or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
        DeleteGear(Gear);
    end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var 
    isFalling: boolean;
    //tmp: QWord;
    tdX, tdY: hwFloat;
    collV, collH: LongInt;
    land: word;
begin
    // clip velocity at 1.9 - over 1 per pixel, but really shouldn't cause many actual problems.
    if Gear^.dX.QWordValue > 8160437862 then
        Gear^.dX.QWordValue:= 8160437862;
    if Gear^.dY.QWordValue > 8160437862 then
        Gear^.dY.QWordValue:= 8160437862;
    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) < LAND_WIDTH div -2)
    or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then
        Gear^.State := Gear^.State or gstCollision;

    if Gear^.dY.isNegative then
        begin
        isFalling := true;
        land:= TestCollisionYwithGear(Gear, -1);
        if land <> 0 then
            begin
            collV := -1;
            if land and lfIce <> 0 then
                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
            else
                Gear^.dX := Gear^.dX * Gear^.Friction;

            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
            Gear^.State := Gear^.State or gstCollision
            end
        else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
            collV := 1;
        end
    else 
        begin // Gear^.dY.isNegative is false
        land:= TestCollisionYwithGear(Gear, 1);
        if land <> 0 then
            begin
            collV := 1;
            isFalling := false;
            if land and lfIce <> 0 then 
                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
            else 
                Gear^.dX := Gear^.dX * Gear^.Friction;

            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
            Gear^.State := Gear^.State or gstCollision
            end
        else
            begin
            isFalling := true;
            if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
                collV := -1
            end
        end;


    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
        begin
        collH := hwSign(Gear^.dX);
        Gear^.dX := - Gear^.dX * Gear^.Elasticity;
        Gear^.dY :=   Gear^.dY * Gear^.Elasticity;
        Gear^.State := Gear^.State or gstCollision
        end
    else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
        collH := -hwSign(Gear^.dX); 
    //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
    if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1)
    or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
        begin
        Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
        Gear^.dY := tdX*Gear^.Elasticity;
        //*Gear^.Friction;
        Gear^.dY.isNegative := not tdY.isNegative;
        isFalling := false;
        Gear^.AdvBounce := 10;
        end;

    if Gear^.AdvBounce > 1 then
        dec(Gear^.AdvBounce);

    if isFalling then
        begin
        Gear^.dY := Gear^.dY + cGravity;
        if (GameFlags and gfMoreWind) <> 0 then
            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
            end;

    Gear^.X := Gear^.X + Gear^.dX;
    Gear^.Y := Gear^.Y + Gear^.dY;
    if Gear^.Kind <> gtBee then
        CheckGearDrowning(Gear);
    //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
    if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
        Gear^.State := Gear^.State and (not gstMoving)
    else
        Gear^.State := Gear^.State or gstMoving;

    if (Gear^.nImpactSounds > 0) and (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0))
    or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving))) 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: 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);
                doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
                for i:= 0 to 4 do
                    begin
                    dX := rndSign(GetRandomf * _0_1) + Gear^.dX / 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);
                doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
                for i:= 0 to 5 do
                    begin
                    dX := rndSign(GetRandomf * _0_1) + Gear^.dX / 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 - hwRound(Distance(Gear^.dX,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
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
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
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSnowball(Gear: PGear);
var kick, i: LongInt;
    particle: PVisualGear;
begin
    AllInactive := false;
    if (GameFlags and gfMoreWind) = 0 then
        Gear^.dX := Gear^.dX + cWindSpeed;
    doStepFallingGear(Gear);
    CalcRotationDirAngle(Gear);
    if (Gear^.State and gstCollision) <> 0 then
        begin
        kick:= hwRound((hwAbs(Gear^.dX)+hwAbs(Gear^.dY)) * _20);
        Gear^.dY.isNegative:= not Gear^.dY.isNegative;
        Gear^.dX.isNegative:= not Gear^.dX.isNegative;
        AmmoShove(Gear, 1, 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 + (Angle / 1250000000);
            if DirAngle < 0 then
                DirAngle := DirAngle + 360
            else if 360 < DirAngle then
                DirAngle := DirAngle - 360;
            end;

        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 ((yy and LAND_HEIGHT_MASK) <> 0)
        or (xx > LAND_WIDTH + 512) or (xx < -512) then
            move:=true
        // Solid pixel encountered
        else if ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
            begin
            lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
            // 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] and $FF00 = 0 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(GetRandom(LAND_WIDTH+1024)-512);
    Gear^.Y:= int2hwFloat(750+(GetRandom(50)-25));
    Gear^.State:= Gear^.State or gstInvisible;
    end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
    AllInactive := false;
    if Gear^.dY.isNegative then
        if TestCollisionY(Gear, -1) then
            Gear^.dY := _0;

    if not Gear^.dY.isNegative then
        if TestCollisionY(Gear, 1) then
        begin
            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
            if Gear^.dY > - _1div1024 then
            begin
                Gear^.Active := false;
                exit
            end
            else if Gear^.dY < - _0_03 then
                PlaySound(Gear^.ImpactSound)
        end;

    Gear^.Y := Gear^.Y + Gear^.dY;
    CheckGearDrowning(Gear);
    Gear^.dY := Gear^.dY + cGravity
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
var 
    t: hwFloat;
    gX,gY,i: LongInt;
    uw, nuw: boolean;
    flower: PVisualGear;

begin
    AllInactive := false;
    gX := hwRound(Gear^.X);
    gY := hwRound(Gear^.Y);
    uw := (Gear^.Tag <> 0); // was bee underwater last tick?
    nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now?

    // if water entered or left
    if nuw <> uw then
        begin
        AddVisualGear(gX, cWaterLine, vgtSplash);
        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
        AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
        StopSoundChan(Gear^.SoundChannel);
        if nuw then
            begin
            Gear^.SoundChannel := LoopSound(sndBeeWater);
            Gear^.Tag := 1;
        end
        else
            begin
            Gear^.SoundChannel := LoopSound(sndBee);
            Gear^.Tag := 0;
            end;
        end;


    if Gear^.Timer = 0 then
        Gear^.RenderTimer:= false
    else
        begin
        if (GameTicks and $F) = 0 then
            begin
            if (GameTicks and $30) = 0 then
                AddVisualGear(gX, gY, vgtBeeTrace);
            Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX));
            Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY));
            // make sure new speed isn't higher than original one (which we stored in Friction variable)
            t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
            Gear^.dX := Gear^.dX * t;
            Gear^.dY := Gear^.dY * t;
            end;

        Gear^.X := Gear^.X + Gear^.dX;
        Gear^.Y := Gear^.Y + Gear^.dY;

        end;


    CheckCollision(Gear);
    if ((Gear^.State and gstCollision) <> 0) then
        begin
        StopSoundChan(Gear^.SoundChannel);
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
        for i:= 0 to 31 do
            begin
            flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
            if flower <> nil then
                with flower^ do
                    begin
                    Scale:= 0.75;
                    dx:= 0.001 * (random(200));
                    dy:= 0.001 * (random(200));
                    if random(2) = 0 then
                        dx := -dx;
                    if random(2) = 0 then
                        dy := -dy;
                    FrameTicks:= random(250) + 250;
                    State:= ord(sprTargetBee);
                    end;
            end;
        DeleteGear(Gear);
    end;

    if (Gear^.Timer > 0) then
        dec(Gear^.Timer)
    else
        begin
        if nuw then
           begin
            StopSoundChan(Gear^.SoundChannel);
            CheckGearDrowning(Gear);
            end
        else
            doStepFallingGear(Gear);
        end;
end;

procedure doStepBee(Gear: PGear);
begin
    AllInactive := false;
    Gear^.X := Gear^.X + Gear^.dX;
    Gear^.Y := Gear^.Y + Gear^.dY;
    Gear^.dY := Gear^.dY + cGravity;
    CheckCollision(Gear);
    if (Gear^.State and gstCollision) <> 0 then
        begin
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
        DeleteGear(Gear);
        exit
    end;
    dec(Gear^.Timer);
    if Gear^.Timer = 0 then
        begin
        Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
        Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
        AttackBar:= 0;
        
        Gear^.SoundChannel := LoopSound(sndBee);
        Gear^.Timer := 5000;
        // save initial speed in otherwise unused Friction variable
        Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
        Gear^.doStep := @doStepBeeWork
        end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
    AllInactive := false;
    inc(Gear^.Timer);
    if Gear^.Timer > 75 then
        begin
        DeleteGear(Gear);
        AfterAttack
        end
end;

procedure doStepShotgunShot(Gear: PGear);
var 
    i: LongWord;
    shell: PVisualGear;
begin
    AllInactive := false;

    if ((Gear^.State and gstAnimation) = 0) then
        begin
        dec(Gear^.Timer);
        if Gear^.Timer = 0 then
            begin
            PlaySound(sndShotgunFire);
            shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
            if shell <> nil then
                begin
                shell^.dX := gear^.dX.QWordValue / -17179869184;
                shell^.dY := gear^.dY.QWordValue / -17179869184;
                shell^.Frame := 0
                end;
            Gear^.State := Gear^.State or gstAnimation
            end;
            exit
        end
    else
        inc(Gear^.Timer);

        i := 200;
    repeat
        Gear^.X := Gear^.X + Gear^.dX;
        Gear^.Y := Gear^.Y + Gear^.dY;
        CheckCollision(Gear);
        if (Gear^.State and gstCollision) <> 0 then
            begin
            Gear^.X := Gear^.X + Gear^.dX * 8;
            Gear^.Y := Gear^.Y + Gear^.dY * 8;
            ShotgunShot(Gear);
            Gear^.doStep := @doStepShotIdle;
            exit
            end;

        CheckGearDrowning(Gear);
        if (Gear^.State and gstDrowning) <> 0 then
            begin
            Gear^.doStep := @doStepShotIdle;
            exit
            end;
        dec(i)
    until i = 0;
    if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
        Gear^.doStep := @doStepShotIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure spawnBulletTrail(Bullet: PGear);
var oX, oY: hwFloat;
    VGear: PVisualGear;
begin
    if Bullet^.PortalCounter = 0 then
        begin
        ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
        oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
        end
    else
        begin
        ox:= Bullet^.Elasticity;
        oy:= Bullet^.Friction;
        end;

        // Bullet trail
        VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
        
        if VGear <> nil then
            begin
            VGear^.X:= hwFloat2Float(ox);
            VGear^.Y:= hwFloat2Float(oy);
            VGear^.dX:= hwFloat2Float(Bullet^.X);
            VGear^.dY:= hwFloat2Float(Bullet^.Y);

            // reached edge of land. assume infinite beam. Extend it way out past camera
            if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
            or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
                    // only extend if not under water
                    if hwRound(Bullet^.Y) < cWaterLine then
                        begin
                        VGear^.dX := VGear^.dX + LAND_WIDTH * (VGear^.dX - VGear^.X);
                        VGear^.dY := VGear^.dY + LAND_WIDTH * (VGear^.dY - VGear^.Y);
                        end;

            VGear^.Timer := 200;
            end;
end;

procedure doStepBulletWork(Gear: PGear);
var 
    i, x, y: LongWord;
    oX, oY: hwFloat;
    VGear: PVisualGear;
begin
    AllInactive := false;
    inc(Gear^.Timer);
    i := 80;
    oX := Gear^.X;
    oY := Gear^.Y;
    repeat
        Gear^.X := Gear^.X + Gear^.dX;
        Gear^.Y := Gear^.Y + Gear^.dY;
        x := hwRound(Gear^.X);
        y := hwRound(Gear^.Y);
        
        if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then
            inc(Gear^.Damage);
        // let's interrupt before a collision to give portals a chance to catch the bullet
        if (Gear^.Damage = 1) and (Gear^.Tag = 0) and (Land[y, x] > 255) then
            begin
            Gear^.Tag := 1;
            Gear^.Damage := 0;
            Gear^.X := Gear^.X - Gear^.dX;
            Gear^.Y := Gear^.Y - Gear^.dY;
            CheckGearDrowning(Gear);
            break;
            end
        else
            Gear^.Tag := 0;

        if Gear^.Damage > 5 then
            if Gear^.AmmoType = amDEagle then
                AmmoShove(Gear, 7, 20)
        else
            AmmoShove(Gear, Gear^.Timer, 20);
        CheckGearDrowning(Gear);
        dec(i) 
    until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);

    if Gear^.Damage > 0 then
        begin
        DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
        dec(Gear^.Health, Gear^.Damage);
        Gear^.Damage := 0
        end;
    if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
        begin
        for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
            begin
            if Random(6) = 0 then
                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
            Gear^.X := Gear^.X + Gear^.dX;
            Gear^.Y := Gear^.Y + Gear^.dY;
            end;
        end;

    if (Gear^.Health <= 0)
        or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
        or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
            begin
            if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
                cLaserSighting := false;
            if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
                cArtillery := false;
        
        // Bullet Hit
            if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
                begin
                VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
                if VGear <> nil then
                    begin
                    VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
                    end;
                end;
       
            spawnBulletTrail(Gear);
            Gear^.doStep := @doStepShotIdle
            end;
end;

procedure doStepDEagleShot(Gear: PGear);
begin
    PlaySound(sndGun);
    // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
    Gear^.X := Gear^.X + Gear^.dX * 3;
    Gear^.Y := Gear^.Y + Gear^.dY * 3;
    Gear^.doStep := @doStepBulletWork
end;

procedure doStepSniperRifleShot(Gear: PGear);
var 
    HHGear: PGear;
    shell: PVisualGear;
begin
    cArtillery := true;
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.State := HHGear^.State or gstNotKickable;
    HedgehogChAngle(HHGear);
    if not cLaserSighting then
        // game does not have default laser sight. turn it on and give them a chance to aim
        begin
        cLaserSighting := true;
        HHGear^.Message := 0;
        if (HHGear^.Angle >= 32) then
            dec(HHGear^.Angle,32)
        end;

    if (HHGear^.Message and gmAttack) <> 0 then
        begin
        shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
        if shell <> nil then
            begin
            shell^.dX := gear^.dX.QWordValue / -8589934592;
            shell^.dY := gear^.dY.QWordValue / -8589934592;
            shell^.Frame := 1
            end;
        Gear^.State := Gear^.State or gstAnimation;
        Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
        Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
        PlaySound(sndGun);
        // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
        Gear^.X := Gear^.X + Gear^.dX * 3;  
        Gear^.Y := Gear^.Y + Gear^.dY * 3;
        Gear^.doStep := @doStepBulletWork;
        end
    else
        if (GameTicks mod 32) = 0 then
            if (GameTicks mod 4096) < 2048 then
                begin
                if (HHGear^.Angle + 1 <= cMaxAngle) then
                    inc(HHGear^.Angle)
                end
    else
        if (HHGear^.Angle >= 1) then
            dec(HHGear^.Angle);

    if (TurnTimeLeft > 0) then
        dec(TurnTimeLeft)
    else
        begin
        DeleteGear(Gear);
        AfterAttack
        end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear^.Timer);
case Gear^.Kind of
    gtATStartGame: 
    begin
        AllInactive := false;
        if Gear^.Timer = 0 then
            begin
            AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
            end
    end;
    gtATFinishGame: 
    begin
        AllInactive := false;
        if Gear^.Timer = 1000 then
            begin
            ScreenFade := sfToBlack;
            ScreenFadeValue := 0;
            ScreenFadeSpeed := 1;
            end;
        if Gear^.Timer = 0 then
            begin
            SendIPC(_S'N');
            SendIPC(_S'q');
            GameState := gsExit
            end
    end;
end;
if Gear^.Timer = 0 then
    DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var 
    i, ei, x, y: LongInt;
    HHGear: PGear;
begin
    AllInactive := false;
    HHGear := Gear^.Hedgehog^.Gear;
    dec(Gear^.Timer);
    if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
        dec(TurnTimeLeft);
    if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
    or((Gear^.Message and gmDestroy) <> 0)
    or((HHGear^.State and gstHHDriven) =0) then
        begin
        StopSoundChan(Gear^.SoundChannel);
        DeleteGear(Gear);
        AfterAttack;
        doStepHedgehogMoving(HHGear);  // for gfInfAttack
        exit
        end;

    x:= hwRound(Gear^.X);
    y:= hwRound(Gear^.Y);
    if (Gear^.Timer mod 33) = 0 then
        begin
        HHGear^.State := HHGear^.State or gstNoDamage;
        doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw);
        HHGear^.State := HHGear^.State and (not gstNoDamage)
        end;

    if (Gear^.Timer mod 47) = 0 then
        begin
        // ok. this was an attempt to turn off dust if not actually drilling land.  I have no idea why it isn't working as expected
        if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
            for i:= 0 to 1 do
                AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);

        i := x - Gear^.Radius - LongInt(GetRandom(2));
        ei := x + Gear^.Radius + LongInt(GetRandom(2));
        while i <= ei do
            begin
            DrawExplosion(i, y + 3, 3);
            inc(i, 1)
            end;

        if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
            begin
            Gear^.X := Gear^.X + Gear^.dX;
            Gear^.Y := Gear^.Y + _1_9;
            end;
        SetAllHHToActive;
        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), $FF00) 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, $FF00) then
        begin
        HHGear^.X := Gear^.X;
        HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
        end;

    if (Gear^.Message and gmAttack) <> 0 then
        if (Gear^.State and gsttmpFlag) <> 0 then
            Gear^.Timer := 1
    else //there would be a mistake.
    else
        if (Gear^.State and gsttmpFlag) = 0 then
            Gear^.State := Gear^.State or gsttmpFlag;
    if ((Gear^.Message and gmLeft) <> 0) then
        Gear^.dX := - _0_3
    else
        if ((Gear^.Message and gmRight) <> 0) then
            Gear^.dX := _0_3
    else Gear^.dX := _0;
end;

procedure doStepPickHammer(Gear: PGear);
var 
    i, y: LongInt;
    ar: TRangeArray;
    HHGear: PGear;
begin
    i := 0;
    HHGear := Gear^.Hedgehog^.Gear;

    y := hwRound(Gear^.Y) - cHHRadius * 2;
    while y < hwRound(Gear^.Y) do
        begin
        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
        inc(y, 2);
        inc(i)
        end;

    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
    Gear^.dY := HHGear^.dY;
    DeleteCI(HHGear);

    Gear^.SoundChannel := LoopSound(sndPickhammer);
    doStepPickHammerWork(Gear);
    Gear^.doStep := @doStepPickHammerWork
end;

////////////////////////////////////////////////////////////////////////////////
var 
    BTPrevAngle, BTSteps: LongInt;

procedure doStepBlowTorchWork(Gear: PGear);
var 
    HHGear: PGear;
    b: boolean;
    prevX: LongInt;
begin
    AllInactive := false;
    dec(Gear^.Timer);
    if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
        dec(TurnTimeLeft);
    
    HHGear := Gear^.Hedgehog^.Gear;

    HedgehogChAngle(HHGear);

    b := false;

    if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7  then
        begin
        Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
        Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
        BTPrevAngle := HHGear^.Angle;
        b := true
        end;

    if ((HHGear^.State and gstMoving) <> 0) then
        begin
        doStepHedgehogMoving(HHGear);
        if (HHGear^.State and gstHHDriven) = 0 then
            Gear^.Timer := 0
        end;

    if Gear^.Timer mod cHHStepTicks = 0 then
        begin
        b := true;
        if Gear^.dX.isNegative then
            HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
        else
            HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;

        if ((HHGear^.State and gstMoving) = 0) then
            begin
            HHGear^.State := HHGear^.State and (not gstAttacking);
            prevX := hwRound(HHGear^.X);

            // why the call to HedgehogStep then a further increment of X?
            if (prevX = hwRound(HHGear^.X)) and
               CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
               lfIndestructible) then HedgehogStep(HHGear);

            if (prevX = hwRound(HHGear^.X)) and
               CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
               lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
            HHGear^.State := HHGear^.State or gstAttacking
            end;

        inc(BTSteps);
        if BTSteps = 7 then
            begin
            BTSteps := 0;
            if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
                begin
                Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
                Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
                end;
            HHGear^.State := HHGear^.State or gstNoDamage;
            AmmoShove(Gear, 2, 15);
            HHGear^.State := HHGear^.State and (not gstNoDamage)
            end;
        end;

    if b then
    begin
        DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
        HHGear^.Y + Gear^.dY * cHHRadius - _1 -
        ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
        Gear^.dX, Gear^.dY,
        cHHStepTicks, cHHRadius * 2 + 7);
    end;

    if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
    or ((HHGear^.Message and gmAttack) <> 0) then
        begin
        HHGear^.Message := 0;
        HHGear^.State := HHGear^.State and (not gstNotKickable);
        DeleteGear(Gear);
        AfterAttack
        end
end;

procedure doStepBlowTorch(Gear: PGear);
var 
    HHGear: PGear;
begin
    BTPrevAngle := High(LongInt);
    BTSteps := 0;
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.Message := 0;
    HHGear^.State := HHGear^.State or gstNotKickable;
    Gear^.doStep := @doStepBlowTorchWork
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepRope(Gear: PGear);
forward;

procedure doStepRopeAfterAttack(Gear: PGear);
var 
    HHGear: PGear;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    if ((HHGear^.State and gstHHDriven) = 0)
    or (CheckGearDrowning(HHGear))
    or (TestCollisionYwithGear(HHGear, 1) <> 0) then
        begin
        DeleteGear(Gear);
        isCursorVisible := false;
        ApplyAmmoChanges(HHGear^.Hedgehog^);
        exit
        end;

    HedgehogChAngle(HHGear);

    if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
        SetLittle(HHGear^.dX);

    if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then
        HHGear^.dY := _0;
    HHGear^.X := HHGear^.X + HHGear^.dX;
    HHGear^.Y := HHGear^.Y + HHGear^.dY;
    HHGear^.dY := HHGear^.dY + cGravity;
    
    if (GameFlags and gfMoreWind) <> 0 then
        HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density;

    if (Gear^.Message and gmAttack) <> 0 then
        begin
        Gear^.X := HHGear^.X;
        Gear^.Y := HHGear^.Y;

        ApplyAngleBounds(Gear^.Hedgehog^, amRope);

        Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
        Gear^.dY := -AngleCos(HHGear^.Angle);
        Gear^.Friction := _4_5 * cRopePercent;
        Gear^.Elasticity := _0;
        Gear^.State := Gear^.State and (not gsttmpflag);
        Gear^.doStep := @doStepRope;
        end
end;

procedure RopeDeleteMe(Gear, HHGear: PGear);
begin
    with HHGear^ do
        begin
        Message := Message and (not gmAttack);
        State := (State or gstMoving) and (not gstWinner);
        end;
    DeleteGear(Gear)
end;

procedure RopeWaitCollision(Gear, HHGear: PGear);
begin
    with HHGear^ do
        begin
        Message := Message and (not gmAttack);
        State := State or gstMoving;
        end;
    RopePoints.Count := 0;
    Gear^.Elasticity := _0;
    Gear^.doStep := @doStepRopeAfterAttack
end;

procedure doStepRopeWork(Gear: PGear);
var 
    HHGear: PGear;
    len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
    lx, ly, cd: LongInt;
    haveCollision,
    haveDivided: boolean;

begin
    HHGear := Gear^.Hedgehog^.Gear;

    if ((HHGear^.State and gstHHDriven) = 0)
       or (CheckGearDrowning(HHGear)) or (Gear^.PortalCounter <> 0) then
        begin
        PlaySound(sndRopeRelease);
        RopeDeleteMe(Gear, HHGear);
        exit
        end;

    if (Gear^.Message and gmLeft  <> 0) and (not TestCollisionXwithGear(HHGear, -1)) then
        HHGear^.dX := HHGear^.dX - _0_0002;

    if (Gear^.Message and gmRight <> 0) and (not TestCollisionXwithGear(HHGear,  1)) then
        HHGear^.dX := HHGear^.dX + _0_0002;

    // vector between hedgehog and rope attaching point
    ropeDx := HHGear^.X - Gear^.X;
    ropeDy := HHGear^.Y - Gear^.Y;

    if TestCollisionYwithGear(HHGear, 1) = 0 then
        begin

        // depending on the rope vector we know which X-side to check for collision
        // in order to find out if the hog can still be moved by gravity
        if ropeDx.isNegative = RopeDy.IsNegative then
            cd:= -1
        else
            cd:= 1;

        // apply gravity if there is no obstacle
        if not TestCollisionXwithGear(HHGear, cd) then
            HHGear^.dY := HHGear^.dY + cGravity;

        if (GameFlags and gfMoreWind) <> 0 then
            // apply wind if there's no obstacle
            if not TestCollisionXwithGear(HHGear, hwSign(cWindSpeed)) then
                HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density;
        end;

    mdX := ropeDx + HHGear^.dX;
    mdY := ropeDy + HHGear^.dY;
    len := _1 / Distance(mdX, mdY);
    // rope vector plus hedgehog direction vector normalized
    mdX := mdX * len;
    mdY := mdY * len;

    // for visual purposes only
    Gear^.dX := mdX;
    Gear^.dY := mdY;

    /////
    tx := HHGear^.X;
    ty := HHGear^.Y;

    if ((Gear^.Message and gmDown) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
        if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
        or (TestCollisionYwithGear(HHGear, hwSign(ropeDy)) <> 0)) then
            Gear^.Elasticity := Gear^.Elasticity + _0_3;

    if ((Gear^.Message and gmUp) <> 0) and (Gear^.Elasticity > _30) then
        if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
        or (TestCollisionYwithGear(HHGear, -hwSign(ropeDy)) <> 0)) then
            Gear^.Elasticity := Gear^.Elasticity - _0_3;

    HHGear^.X := Gear^.X + mdX * Gear^.Elasticity;
    HHGear^.Y := Gear^.Y + mdY * Gear^.Elasticity;

    HHGear^.dX := HHGear^.X - tx;
    HHGear^.dY := HHGear^.Y - ty;
    ////


    haveDivided := false;
    // check whether rope needs dividing

    len := Gear^.Elasticity - _5;
    nx := Gear^.X + mdX * len;
    ny := Gear^.Y + mdY * len;
    tx := mdX * _0_3; // should be the same as increase step
    ty := mdY * _0_3;

    while len > _3 do
        begin
        lx := hwRound(nx);
        ly := hwRound(ny);
        if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and ((Land[ly, lx] and $FF00) <> 0) then
            begin
            ny := _1 / Distance(ropeDx, ropeDy);
            // old rope pos
            nx := ropeDx * ny;
            ny := ropeDy * ny;

            with RopePoints.ar[RopePoints.Count] do
                begin
                X := Gear^.X;
                Y := Gear^.Y;
                if RopePoints.Count = 0 then
                    RopePoints.HookAngle := DxDy2Angle(Gear^.dY, Gear^.dX);
                b := (nx * HHGear^.dY) > (ny * HHGear^.dX);
                dLen := len
                end;
                
            with RopePoints.rounded[RopePoints.Count] do
                begin
                X := hwRound(Gear^.X);
                Y := hwRound(Gear^.Y);
                end;

            Gear^.X := Gear^.X + nx * len;
            Gear^.Y := Gear^.Y + ny * len;
            inc(RopePoints.Count);
            TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
            Gear^.Elasticity := Gear^.Elasticity - len;
            Gear^.Friction := Gear^.Friction - len;
            haveDivided := true;
            break
            end;
        nx := nx - tx;
        ny := ny - ty;

        // len := len - _0_3 // should be the same as increase step
        len.QWordValue := len.QWordValue - _0_3.QWordValue;
        end;

    if not haveDivided then
        if RopePoints.Count > 0 then // check whether the last dividing point could be removed
            begin
            tx := RopePoints.ar[Pred(RopePoints.Count)].X;
            ty := RopePoints.ar[Pred(RopePoints.Count)].Y;
            mdX := tx - Gear^.X;
            mdY := ty - Gear^.Y;
            if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X) * mdY) then
                begin
                dec(RopePoints.Count);
                Gear^.X := RopePoints.ar[RopePoints.Count].X;
                Gear^.Y := RopePoints.ar[RopePoints.Count].Y;
                Gear^.Elasticity := Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
                Gear^.Friction := Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen;

                // restore hog position
                len := _1 / Distance(mdX, mdY);
                mdX := mdX * len;
                mdY := mdY * len;

                HHGear^.X := Gear^.X - mdX * Gear^.Elasticity;
                HHGear^.Y := Gear^.Y - mdY * Gear^.Elasticity;
                end
            end;

    haveCollision := false;
    if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
        begin
        HHGear^.dX := -_0_6 * HHGear^.dX;
        haveCollision := true
        end;
    if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) <> 0 then
        begin
        HHGear^.dY := -_0_6 * HHGear^.dY;
        haveCollision := true
        end;

    if haveCollision and (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.Message and (gmUp or gmDown) <> 0) then
        begin
        HHGear^.dX := SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
        HHGear^.dY := SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
        end;

    len := hwSqr(HHGear^.dX) + hwSqr(HHGear^.dY);
    if len > _0_64 then
        begin
        len := _0_8 / hwSqrt(len);
        HHGear^.dX := HHGear^.dX * len;
        HHGear^.dY := HHGear^.dY * len;
        end;

    haveCollision:= ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)]) <> 0);

    if not haveCollision then
        begin
        // backup gear location
        tx:= Gear^.X;
        ty:= Gear^.Y;

        if RopePoints.Count > 0 then
            begin
            // set gear location to the remote end of the rope, the attachment point
            Gear^.X:= RopePoints.ar[0].X;
            Gear^.Y:= RopePoints.ar[0].Y;
            end;

        CheckCollision(Gear);
        // if we haven't found any collision yet then check the other side too
        if (Gear^.State and gstCollision) = 0 then
            begin
            Gear^.dX.isNegative:= not Gear^.dX.isNegative;
            Gear^.dY.isNegative:= not Gear^.dY.isNegative;
            CheckCollision(Gear);
            Gear^.dX.isNegative:= not Gear^.dX.isNegative;
            Gear^.dY.isNegative:= not Gear^.dY.isNegative;
            end;

        haveCollision:= (Gear^.State and gstCollision) <> 0;

        // restore gear location
        Gear^.X:= tx;
        Gear^.Y:= ty;
        end;

    // if the attack key is pressed, lose rope contact as well
    if (Gear^.Message and gmAttack) <> 0 then
        haveCollision:= false;

    if not haveCollision then
        begin
        if (Gear^.State and gsttmpFlag) <> 0 then
            begin
            PlaySound(sndRopeRelease);
            if Gear^.Hedgehog^.CurAmmoType <> amParachute then
                RopeWaitCollision(Gear, HHGear)
            else
                RopeDeleteMe(Gear, HHGear)
            end
        end
    else
        if (Gear^.State and gsttmpFlag) = 0 then
            Gear^.State := Gear^.State or gsttmpFlag;
end;

procedure RopeRemoveFromAmmo(Gear, HHGear: PGear);
begin
    if (Gear^.State and gstAttacked) = 0 then
        begin
        OnUsedAmmo(HHGear^.Hedgehog^);
        Gear^.State := Gear^.State or gstAttacked
        end;
    ApplyAmmoChanges(HHGear^.Hedgehog^)
end;

procedure doStepRopeAttach(Gear: PGear);
var 
    HHGear: PGear;
    tx, ty, tt: hwFloat;
begin
    Gear^.X := Gear^.X - Gear^.dX;
    Gear^.Y := Gear^.Y - Gear^.dY;
    Gear^.Elasticity := Gear^.Elasticity + _1;

    HHGear := Gear^.Hedgehog^.Gear;
    DeleteCI(HHGear);

    if (HHGear^.State and gstMoving) <> 0 then
        begin
        if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
            SetLittle(HHGear^.dX);
        if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then
            HHGear^.dY := _0;

        HHGear^.X := HHGear^.X + HHGear^.dX;
        Gear^.X := Gear^.X + HHGear^.dX;

        if TestCollisionYwithGear(HHGear, 1) <> 0 then
            begin
            CheckHHDamage(HHGear);
            HHGear^.dY := _0
            //HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
            end
        else
            begin
            HHGear^.Y := HHGear^.Y + HHGear^.dY;
            Gear^.Y := Gear^.Y + HHGear^.dY;
            HHGear^.dY := HHGear^.dY + cGravity;
            if (GameFlags and gfMoreWind) <> 0 then
                HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density
            end;

        tt := Gear^.Elasticity;
        tx := _0;
        ty := _0;
        while tt > _20 do
            begin
            if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] and $FF00) <> 0) then
                begin
                Gear^.X := Gear^.X + tx;
                Gear^.Y := Gear^.Y + ty;
                Gear^.Elasticity := tt;
                Gear^.doStep := @doStepRopeWork;
                PlaySound(sndRopeAttach);
                with HHGear^ do
                    begin
                    State := State and (not (gstAttacking or gstHHJumping or gstHHHJump));
                    Message := Message and (not gmAttack)
                    end;

                RopeRemoveFromAmmo(Gear, HHGear);

                tt := _0;
                exit
                end;
            tx := tx + Gear^.dX + Gear^.dX;
            ty := ty + Gear^.dY + Gear^.dY;
            tt := tt - _2;
            end;
        end;

    CheckCollision(Gear);

    if (Gear^.State and gstCollision) <> 0 then
        if Gear^.Elasticity < _10 then
            Gear^.Elasticity := _10000
    else
        begin
        Gear^.doStep := @doStepRopeWork;
        PlaySound(sndRopeAttach);
        with HHGear^ do
            begin
            State := State and (not (gstAttacking or gstHHJumping or gstHHHJump));
            Message := Message and (not gmAttack)
            end;

        RopeRemoveFromAmmo(Gear, HHGear);

        exit
        end;

    if (Gear^.Elasticity > Gear^.Friction)
        or ((Gear^.Message and gmAttack) = 0)
        or ((HHGear^.State and gstHHDriven) = 0)
        or (HHGear^.Damage > 0) then
            begin
            with Gear^.Hedgehog^.Gear^ do
                begin
                State := State and (not gstAttacking);
                Message := Message and (not gmAttack)
                end;
        DeleteGear(Gear);
	exit;
        end;
    if CheckGearDrowning(HHGear) then DeleteGear(Gear)
end;

procedure doStepRope(Gear: PGear);
begin
    Gear^.dX := - Gear^.dX;
    Gear^.dY := - Gear^.dY;
    Gear^.doStep := @doStepRopeAttach;
    PlaySound(sndRopeShot)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
var vg: PVisualGear;
begin
    if (Gear^.State and gstMoving) <> 0 then
        begin
        DeleteCI(Gear);
        doStepFallingGear(Gear);
        if (Gear^.State and gstMoving) = 0 then
            begin
            AddGearCI(Gear);
            Gear^.dX := _0;
            Gear^.dY := _0
            end;
        CalcRotationDirAngle(Gear);
        AllInactive := false
    end
    else
        if ((GameTicks and $3F) = 25) then
            doStepFallingGear(Gear);
    if (Gear^.Health = 0) then
        begin
            if not Gear^.dY.isNegative and (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then
                inc(Gear^.Damage, hwRound(Gear^.dY * _70))
                
            else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then
                inc(Gear^.Damage, hwRound(Gear^.dX * _70))
                
            else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then
                inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
                
            else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
                inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
        
        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 (hwAbs(Gear^.dX) > _0) or (hwAbs(Gear^.dY) > _0) then
            begin
            PlaySound(sndRopeAttach);
            Gear^.dX:= _0;
            Gear^.dY:= _0;
            AddGearCI(Gear);
            end;
        end
    else
        begin
        DeleteCI(Gear);
        doStepFallingGear(Gear);
        AllInactive := false;
        CalcRotationDirAngle(Gear);
        end;

    if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
        begin
        if ((Gear^.State and gstAttacking) = 0) then
            begin
            if ((GameTicks and $1F) = 0) then
                if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
                    Gear^.State := Gear^.State or gstAttacking
            end
        else // gstAttacking <> 0
        begin
            AllInactive := false;
            if Gear^.Timer = 0 then
                begin
                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
                DeleteGear(Gear);
                exit
            end else
                if (Gear^.Timer and $FF) = 0 then
                    PlaySound(sndMineTick);

            dec(Gear^.Timer);
                end
        end
    else // gsttmpFlag = 0
        if (TurnTimeLeft = 0)
        or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
        or (Gear^.Hedgehog^.Gear = nil) then
            Gear^.State := Gear^.State or gsttmpFlag;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
    doStepFallingGear(Gear);
    AllInactive := false;
    if Gear^.Timer mod 166 = 0 then
        inc(Gear^.Tag);
    if Gear^.Timer = 1000 then // might need better timing
        makeHogsWorry(Gear^.X, Gear^.Y, 75);
    if Gear^.Timer = 0 then
        begin
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, Gear^.Hedgehog, EXPLAutoSound);
        DeleteGear(Gear);
        exit
        end;
    dec(Gear^.Timer);
end;

///////////////////////////////////////////////////////////////////////////////

(*
TODO
Increase damage as barrel smokes?
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
var 
    i: LongInt;
    particle: PVisualGear;
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^.dX.QWordValue <> 0)
    or (Gear^.dY.QWordValue <> 0))  then
        begin
        DeleteCI(Gear);
        AllInactive := false;
        if not Gear^.dY.isNegative and (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then
            begin
            Gear^.State := Gear^.State or gsttmpFlag;
            inc(Gear^.Damage, hwRound(Gear^.dY * _70));
            for i:= min(12, hwRound(Gear^.dY*_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
        else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then
                inc(Gear^.Damage, hwRound(Gear^.dX * _70))
                
        else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then
                inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
                
        else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
                inc(Gear^.Damage, hwRound(Gear^.dX * -_70));

        doStepFallingGear(Gear);
        CalcRotationDirAngle(Gear);
        //CheckGearDrowning(Gear)
        end
    else
        begin
        Gear^.State := Gear^.State or gsttmpFlag;
        AddGearCI(Gear)
        end;

(*
Attempt to make a barrel knock itself over an edge.  Would need more checks to avoid issues like burn damage
    begin
    x:= hwRound(Gear^.X);
    y:= hwRound(Gear^.Y);
    if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
        if (Land[y+1, x] = 0) then
            begin
            if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
                Gear^.dX:= -_0_08
            else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
                Gear^.dX:= _0_08;
            end;
    if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
    end; *)

    if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
        Gear^.dY := _0;
    if hwAbs(Gear^.dX) < _0_001 then
        Gear^.dX := _0;

    if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
        if (cBarrelHealth div Gear^.Health) > 2 then
            AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
    else
        AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
    dec(Gear^.Health, Gear^.Damage);
    Gear^.Damage := 0;
    if Gear^.Health <= 0 then
        Gear^.doStep := @doStepCase;
    // Hand off to doStepCase for the explosion

end;

procedure doStepCase(Gear: PGear);
var 
    i, x, y: LongInt;
    k: TGearType;
    exBoom: boolean;
    dX, dY: HWFloat;
    hog: PHedgehog;
    sparkles: PVisualGear;
begin
    k := Gear^.Kind;
    exBoom := false;

    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 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
            Gear^.doStep := @doStepRollingBarrel;

        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
            exBoom := true;
        end
    else
        begin 
        if Gear^.Timer = 0 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. *)
        sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
        if sparkles <> nil then
            begin
            sparkles^.Tint:= $FAB22CFF
            end
        end;
        if (GameTicks and $1 = 0) and (Gear^.Timer < 255) then inc(Gear^.Timer)
        end;

    if (Gear^.Damage > 0) or exBoom 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 (Gear^.dY.QWordValue <> 0)
    or (TestCollisionYwithGear(Gear, 1) = 0) then
        begin
        AllInactive := false;
        Gear^.dY := Gear^.dY + cGravity;
        Gear^.Y := Gear^.Y + Gear^.dY;
        if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
            SetAllHHToActive;
            
        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
            Gear^.dY := _0;
            
        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
            begin
            if (Gear^.dY > _0_2) and (k = gtExplosives) then
                inc(Gear^.Damage, hwRound(Gear^.dY * _70));

            if Gear^.dY > _0_2 then
                for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
                    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
                    
            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
            if Gear^.dY > - _0_001 then
                Gear^.dY := _0
            else if Gear^.dY < - _0_03 then
                PlaySound(Gear^.ImpactSound);
            end;
        //if Gear^.dY > - _0_001 then Gear^.dY:= _0
        CheckGearDrowning(Gear);
        end;

    if (Gear^.dY.QWordValue = 0) then
        AddGearCI(Gear)
    else if (Gear^.dY.QWordValue <> 0) then
        DeleteCI(Gear)
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepTarget(Gear: PGear);
begin
    if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
        PlaySound(sndWarp);

    if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
        inc(Gear^.Timer)
    else if Gear^.Tag = 1 then
        Gear^.Tag := 2
    else if Gear^.Tag = 2 then
            if Gear^.Timer > 0 then
                dec(Gear^.Timer)
    else
        begin
        DeleteGear(Gear);
        exit;
        end;

    doStepCase(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
    AllInactive := false;
    dec(Gear^.Timer);
    if Gear^.Timer = 0 then
        begin
        DeleteGear(Gear);
        AfterAttack
        end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepShover(Gear: PGear);
var 
    HHGear: PGear;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.State := HHGear^.State or gstNoDamage;
    DeleteCI(HHGear);

    AmmoShove(Gear, 30, 115);

    HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
    Gear^.Timer := 250;
    Gear^.doStep := @doStepIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var 
    HHGear: PGear;
    i: LongInt;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.State := HHGear^.State or gstNoDamage;
    DeleteCI(HHGear);

    for i:= 0 to 3 do
        begin
        AmmoShove(Gear, 30, 25);
        Gear^.X := Gear^.X + Gear^.dX * 5
        end;

    HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;

    Gear^.Timer := 250;
    Gear^.doStep := @doStepIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
var 
    gX,gY,i: LongInt;
    sticky: Boolean;
    vgt: PVisualGear;
    tdX,tdY: HWFloat;
begin
    sticky:= (Gear^.State and gsttmpFlag) <> 0;
    if not sticky then AllInactive := false;

    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        AllInactive := false;

        if ((GameTicks mod 100) = 0) then
            begin
            vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
            if vgt <> nil then
                begin
                vgt^.dx:= 0;
                vgt^.dy:= 0;
                vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
                end;
            end;


        if Gear^.dX.QWordValue > _0_01.QWordValue then
            Gear^.dX := Gear^.dX * _0_995;
            
        Gear^.dY := Gear^.dY + cGravity;
        // if sticky then Gear^.dY := Gear^.dY + cGravity;
        
        if Gear^.dY.QWordValue > _0_2.QWordValue then
            Gear^.dY := Gear^.dY * _0_995;

        //if sticky then Gear^.X := Gear^.X + Gear^.dX else
        Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
        Gear^.Y := Gear^.Y + Gear^.dY;

        if (hwRound(Gear^.Y) > cWaterLine) then
            begin
            gX := hwRound(Gear^.X);
            for i:= 0 to 3 do
                AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
            PlaySound(sndVaporize);
            DeleteGear(Gear);
            exit
            end
        end
    else
        begin
        if sticky then
            begin
            Gear^.Radius := 7;
            tdX:= Gear^.dX;
            tdY:= Gear^.dY;
            Gear^.dX.QWordValue:= 214748365;
            Gear^.dY.QWordValue:= 429496730;
            Gear^.dX.isNegative:= getrandom(2)<>1;
            Gear^.dY.isNegative:= true;
            AmmoShove(Gear, 2, 125);
            Gear^.dX:= tdX;
            Gear^.dY:= tdY;
            Gear^.Radius := 1
            end;
        if Gear^.Timer > 0 then
            begin
            dec(Gear^.Timer);
            inc(Gear^.Damage)
            end
        else
            begin
            gX := hwRound(Gear^.X);
            gY := hwRound(Gear^.Y);
            // Standard fire
            if not sticky then
                begin
                if ((GameTicks and $1) = 0) then
                    begin
                    Gear^.Radius := 7;
                    tdX:= Gear^.dX;
                    tdY:= Gear^.dY;
                    Gear^.dX.QWordValue:= 214748365;
                    Gear^.dY.QWordValue:= 429496730;
                    Gear^.dX.isNegative:= getrandom(2)<>1;
                    Gear^.dY.isNegative:= true;
                    AmmoShove(Gear, 6, 100);
                    Gear^.dX:= tdX;
                    Gear^.dY:= tdY;
                    Gear^.Radius := 1;
                    end
                else if ((GameTicks and $3) = 3) then
                    doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage); 
                //DrawExplosion(gX, gY, 4);
                
                if ((GameTicks and $7) = 0) and (Random(2) = 0) then
                    for i:= 1 to Random(2)+1 do
                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
                        
                if Gear^.Health > 0 then
                    dec(Gear^.Health);
                Gear^.Timer := 450 - Gear^.Tag * 8
                end
            else
                begin
                // Modified fire
                if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
                    begin
                    DrawExplosion(gX, gY, 4);

                    for i:= 0 to Random(3) do
                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
                    end;

// This one is interesting.  I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
                Gear^.Timer := 100 - Gear^.Tag * 3;
                if (Gear^.Damage > 3000+Gear^.Tag*1500) then
                    Gear^.Health := 0
                end
            end
        end;
    if Gear^.Health = 0 then
        begin
        gX := hwRound(Gear^.X);
        gY := hwRound(Gear^.Y);
        if not sticky then
            begin
            if ((GameTicks and $3) = 0) and (Random(1) = 0) then
                begin
                for i:= 1 to Random(2)+1 do
                    begin
                    AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
                    end;
                end;
            end
        else
            begin
            for i:= 0 to Random(3) do
                begin
                AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
                end;
            end;

        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) > (LAND_WIDTH+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(LAND_WIDTH + 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);
        performRumble();
        exit
        end;
    if (GameTicks and $3F) = 0 then
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepGirder(Gear: PGear);
var 
    HHGear: PGear;
    x, y, tx, ty: hwFloat;
begin
    AllInactive := false;

    HHGear := Gear^.Hedgehog^.Gear;
    tx := int2hwFloat(Gear^.Target.X);
    ty := int2hwFloat(Gear^.Target.Y);
    x := HHGear^.X;
    y := HHGear^.Y;

    if (Distance(tx - x, ty - y) > _256)
    or (not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false)) then
        begin
        PlaySound(sndDenied);
        HHGear^.Message := HHGear^.Message and (not gmAttack);
        HHGear^.State := HHGear^.State and (not gstAttacking);
        HHGear^.State := HHGear^.State or gstHHChooseTarget;
        isCursorVisible := true;
        DeleteGear(Gear)
        end
    else 
        begin
        PlaySound(sndPlaced);
        DeleteGear(Gear);
        AfterAttack;
        end;

    HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
    HHGear^.Message := HHGear^.Message and (not gmAttack);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var 
    HHGear: PGear;
begin
    Gear^.Hedgehog^.Unplaced := false;
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.Y := HHGear^.Y + HHGear^.dY;
    HHGear^.X := HHGear^.X + HHGear^.dX;
    // hedgehog falling to collect cases
    HHGear^.dY := HHGear^.dY + cGravity;
    if (TestCollisionYwithGear(HHGear, 1) <> 0)
    or CheckGearDrowning(HHGear) then
        begin
        DeleteGear(Gear);
        AfterAttack
        end
end;

procedure doStepTeleportAnim(Gear: PGear);
begin
    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;
        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;
        playSound(sndWarp)
        end;
    Gear^.Target.X:= NoPointX
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var 
    HHGear: PGear;
    State: Longword;
begin
    AllInactive := false;

    if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
        begin
        HHGear := Gear^.Hedgehog^.Gear;
        //Msg := Gear^.Message and (not gmSwitch);
        DeleteGear(Gear);
        ApplyAmmoChanges(HHGear^.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^.Active := false;
        HHGear^.Z := cHHZ;
        RemoveGearFromList(HHGear);
        InsertGearToList(HHGear);

        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);

        CurrentHedgehog := @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
        AmmoMenuInvalidated:= true; 

        HHGear := CurrentHedgehog^.Gear;
        HHGear^.State := State;
        HHGear^.Active := true;
        FollowGear := HHGear;
        HHGear^.Z := cCurrHHZ;
        RemoveGearFromList(HHGear);
        InsertGearToList(HHGear);
        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: hwFloat;
    i: LongInt;
    dxn, dyn: boolean;
begin
    AllInactive := false;
    dxn := Gear^.dX.isNegative;
    dyn := Gear^.dY.isNegative;

    doStepFallingGear(Gear);
    if (Gear^.State and gstCollision) <> 0 then
        begin
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);

        Gear^.dX.isNegative := not dxn;
        Gear^.dY.isNegative := not dyn;
        for i:= 0 to 4 do
            begin
            dX := Gear^.dX + (GetRandomf - _0_5) * _0_03;
            dY := Gear^.dY + (GetRandomf - _0_5) * _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
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
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;
    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;
        DeleteGear(HHGear);
        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;
    cakeDmg =   75;
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 PrevAngle(Gear: PGear; dA: LongInt);
begin
    Gear^.Angle := (LongInt(Gear^.Angle) + 4 - dA) mod 4
end;

procedure NextAngle(Gear: PGear; dA: LongInt);
begin
    Gear^.Angle := (LongInt(Gear^.Angle) + 4 + dA) mod 4
end;

procedure doStepCakeWork(Gear: PGear);

const dirs: array[0..3] of TPoint =   ((X: 0; Y: -1), (X: 1; Y: 0),(X: 0; Y: 1),(X: -1; Y: 0));
var 
    xx, yy, xxn, yyn: LongInt;
    dA: LongInt;
    tdx, tdy: hwFloat;
begin
    AllInactive := false;

    inc(Gear^.Tag);
    if Gear^.Tag < 7 then
        exit;

    dA := hwSign(Gear^.dX);
    xx := dirs[Gear^.Angle].x;
    yy := dirs[Gear^.Angle].y;
    xxn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
    yyn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;

    if (xx = 0) then
        if TestCollisionYwithGear(Gear, yy) <> 0 then
            PrevAngle(Gear, dA)
    else
        begin
        Gear^.Tag := 0;
        Gear^.Y := Gear^.Y + int2hwFloat(yy);
        if not TestCollisionXwithGear(Gear, xxn) then
            begin
            Gear^.X := Gear^.X + int2hwFloat(xxn);
            NextAngle(Gear, dA)
            end;
        end;

    if (yy = 0) then
        if TestCollisionXwithGear(Gear, xx) then
            PrevAngle(Gear, dA)
    else
        begin
        Gear^.Tag := 0;
        Gear^.X := Gear^.X + int2hwFloat(xx);
        if not TestCollisionY(Gear, yyn) then
            begin
            Gear^.Y := Gear^.Y + int2hwFloat(yyn);
            NextAngle(Gear, dA)
            end;
        end;

    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;

    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
        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);
    DeleteCI(HHGear);
    Gear^.IntersectGear:= nil;

    FollowGear := Gear;

    Gear^.doStep := @doStepCakeFall
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var i: LongInt;
    hogs: TPGearArray;
begin
    AllInactive := false;
    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
    if Length(hogs) > 0 then
        begin
        for i:= 0 to Length(hogs) - 1 do
            begin
            if hogs[i] <> CurrentHedgehog^.Gear then
                begin
                //d:= Distance(Gear^.X - hogs[i]^.X, Gear^.Y - hogs[i]^.Y);
                hogs[i]^.dX:= _50 * cGravity * (Gear^.X - hogs[i]^.X) / _25;
                //if Gear^.X < hogs[i]^.X then hogs[i]^.dX.isNegative:= true;
                hogs[i]^.dY:= -_450 * cGravity;
                hogs[i]^.Active:= true;
                end
            end;
        end ;
        AfterAttack;
        DeleteGear(Gear);
(*
    Gear^.X := Gear^.X + Gear^.dX;
    Gear^.Y := Gear^.Y + Gear^.dY;
    x := hwRound(Gear^.X);
    y := hwRound(Gear^.Y);

    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
        if (Land[y, x] <> 0) then
            begin
            Gear^.dX.isNegative := not Gear^.dX.isNegative;
            Gear^.dY.isNegative := not Gear^.dY.isNegative;
            Gear^.dX := Gear^.dX * _1_5;
            Gear^.dY := Gear^.dY * _1_5 - _0_3;
            AmmoShove(Gear, 0, 40);
            AfterAttack;
            DeleteGear(Gear)
            end
        else
    else
        begin
        AfterAttack;
        DeleteGear(Gear)
        end*)
end;

procedure doStepSeductionWear(Gear: PGear);
var heart: PVisualGear;
begin
    AllInactive := false;
    inc(Gear^.Timer);
    if Gear^.Timer > 250 then
        begin
        Gear^.Timer := 0;
        inc(Gear^.Pos);
        if Gear^.Pos = 5 then
            PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
        end;

    if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
        begin
        heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
        if heart <> nil then
            with heart^ do
                begin
                dx:= 0.001 * (random(200));
                dy:= 0.001 * (random(200));
                if random(2) = 0 then
                    dx := -dx;
                if random(2) = 0 then
                    dy := -dy;
                FrameTicks:= random(750) + 1000;
                State:= ord(sprSeduction)
                end;
        end;

    if Gear^.Pos = 15 then
        Gear^.doStep := @doStepSeductionWork
end;

procedure doStepSeduction(Gear: PGear);
begin
    AllInactive := false;
    //DeleteCI(Gear^.Hedgehog^.Gear);
    Gear^.doStep := @doStepSeductionWear
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var 
    i: LongWord;
begin
    if (Gear^.Tag = 0)
    or (cWaterLine = 0) then
        begin
        DeleteGear(Gear);
        exit
        end;

    AllInactive := false;

    inc(Gear^.Timer);
    if Gear^.Timer = 17 then
        Gear^.Timer := 0
    else
        exit;

    if cWaterLine > 0 then
        begin
        dec(cWaterLine);
        for i:= 0 to LAND_WIDTH - 1 do
            Land[cWaterLine, i] := 0;
        SetAllToActive
        end;

    dec(Gear^.Tag);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDrill(Gear: PGear);
forward;

procedure doStepDrillDrilling(Gear: PGear);
var 
    t: PGearArray;
    ox, oy: hwFloat;
begin
    AllInactive := false;

    if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
    begin
        ox := Gear^.X;
        oy := Gear^.Y;
        Gear^.X := Gear^.X + Gear^.dX;
        Gear^.Y := Gear^.Y + Gear^.dY;
        DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
        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
    end;

    if GameTicks > Gear^.FlightTime then
        t := CheckGearsCollision(Gear)
        
    else t := nil;
    //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
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);

    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);
        if Gear^.Timer = 0 then
            begin
            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
            DeleteGear(Gear);
            end
        end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var 
    HHGear: 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);

        AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);

        PlaySound(sndGun);
        end;

    if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
        begin
        DeleteGear(Gear);
        AfterAttack
        end
end;

procedure doStepBallgun(Gear: PGear);
var 
    HHGear: PGear;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
    HHGear^.State := HHGear^.State or gstNotKickable;
    Gear^.doStep := @doStepBallgunWork
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);

const cAngleSpeed =   3;
var 
    HHGear: PGear;
    i: LongInt;
    dX, dY: hwFloat;
    fChanged: boolean;
    trueAngle: Longword;
    t: PGear;
begin
    AllInactive := false;

    HHGear := Gear^.Hedgehog^.Gear;
    FollowGear := Gear;

    if Gear^.Timer > 0 then
        dec(Gear^.Timer);

    fChanged := false;
    if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
        begin
        fChanged := true;
        if Gear^.Angle > 2048 then
            dec(Gear^.Angle)
        else if Gear^.Angle < 2048 then
            inc(Gear^.Angle)
        else fChanged := false
    end
    else
        begin
        if ((Gear^.Message and gmLeft) <> 0) then
            begin
            fChanged := true;
            Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
            end;

        if ((Gear^.Message and gmRight) <> 0) then
            begin
            fChanged := true;
            Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
            end
        end;

    if fChanged then
        begin
        Gear^.dX.isNegative := (Gear^.Angle > 2048);
        if Gear^.dX.isNegative then
            trueAngle := 4096 - Gear^.Angle
        else
            trueAngle := Gear^.Angle;

        Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
        Gear^.dY := AngleCos(trueAngle) * -_0_25;
        end;

    Gear^.X := Gear^.X + Gear^.dX;
    Gear^.Y := Gear^.Y + Gear^.dY;

    if (GameTicks and $FF) = 0 then
        if Gear^.Timer < 3500 then
            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
    else
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);

    if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
        begin
        HHGear^.Message := HHGear^.Message and (not gmAttack);
        AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
        _0_5, 0);
        dec(Gear^.Health)
        end;

    if ((HHGear^.Message and gmLJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then
        begin
        Gear^.State := Gear^.State or gsttmpFlag;
        PauseMusic;
        playSound(sndRideOfTheValkyries);
        end;

    // pickup bonuses
    t := CheckGearNear(Gear, gtCase, 36, 36);
    if t <> nil then
        PickUp(HHGear, t);

    CheckCollision(Gear);

    if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
        begin
        StopSoundChan(Gear^.SoundChannel);
        StopSound(sndRideOfTheValkyries);
        ResumeMusic;

        if ((Gear^.State and gstCollision) <> 0) then
            begin
            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound);
            for i:= 0 to 15 do
                begin
                dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
                dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
                AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
                AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
                end;
            DeleteGear(Gear)
            end;

        AfterAttack;
        CurAmmoGear := nil;
        if (GameFlags and gfInfAttack) = 0 then
            begin
            if TagTurnTimeLeft = 0 then
                TagTurnTimeLeft:= TurnTimeLeft;
                
            TurnTimeLeft:= 14 * 125;
            end;

        HHGear^.Message := 0;
        ParseCommand('/taunt ' + #1, true)
        end
end;

procedure doStepRCPlane(Gear: PGear);
var 
    HHGear: PGear;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.Message := 0;
    HHGear^.State := HHGear^.State or gstNotKickable;
    Gear^.Angle := HHGear^.Angle;
    Gear^.Tag := hwSign(HHGear^.dX);
    
    if HHGear^.dX.isNegative then
        Gear^.Angle := 4096 - Gear^.Angle;
    Gear^.doStep := @doStepRCPlaneWork
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpackWork(Gear: PGear);
var 
    HHGear: PGear;
    fuel, i: LongInt;
    move: hwFloat;
    isUnderwater: Boolean;
    bubble: PVisualGear;
begin
    isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
    if Gear^.Pos > 0 then
        dec(Gear^.Pos);
    AllInactive := false;
    HHGear := Gear^.Hedgehog^.Gear;
    //dec(Gear^.Timer);
    move := _0_2;
    fuel := 50;
(*if (HHGear^.Message and gmPrecise) <> 0 then
    begin
    move:= _0_02;
    fuel:= 5;
    end;*)

    if 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 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;
    // 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 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 + 512 < 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;
    Gear^.dX := Gear^.dX;
    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)] and $FF00) = 0)
    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^.IntersectGear = nil) then
        exit;
    if ((Gear^.IntersectGear^.Tag and 1) = 0) then // or if it's still moving;
        exit;

    conPortal := Gear^.IntersectGear;

    // 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])
        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 := r / Distance(iterator^.dX, iterator^.dY);
                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 (hwRound(hwAbs(noffs)) >= 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^.State:= iterator^.State and (not gstHHHJump)
            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^.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;

        // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
        iterator:= GearsList;
        while iterator <> nil do
            begin
            if (iterator^.Kind <> gtPortal) and ((iterator^.Hedgehog <> CurrentHedgehog)
            or ((iterator^.Message and gmAllStoppable) = 0)) then
                    begin
                    iterator^.Active:= true;
                    if iterator^.dY.QWordValue = _0.QWordValue then
                        iterator^.dY.isNegative:= false;
                    iterator^.State:= iterator^.State or gstMoving;
                    DeleteCI(iterator);
                //inc(iterator^.dY.QWordValue,10);
                    end;
            iterator:= iterator^.NextGear
            end;

        if Gear^.Health > 1 then
            dec(Gear^.Health);
    end;
end;



procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
var
    CurWeapon: PAmmo;
begin
    if CurrentHedgehog <> nil then
        with CurrentHedgehog^ do
            begin
            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
            if (CurAmmoType = amPortalGun) then
                begin
                if not destroyGear then
                    begin
                    // switch color of ball to opposite of oldPortal
                    if (oldPortal^.Tag and 2) = 0 then
                        CurWeapon^.Pos:= 1
                    else
                        CurWeapon^.Pos:= 0;
                    end;

                // make the ball visible
                CurWeapon^.Timer := 0;
                end
            end;
    if destroyGear then
        oldPortal^.Timer:= 0;
end;

procedure doStepMovingPortal_real(Gear: PGear);
var 
    x, y, tx, ty: LongInt;
    s: hwFloat;
begin
    x := hwRound(Gear^.X);
    y := hwRound(Gear^.Y);
    tx := 0;
    ty := 0;
    // avoid compiler hints

    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
        begin
        Gear^.State := Gear^.State or gstCollision;
        Gear^.State := Gear^.State and (not gstMoving);
        
        if 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^.IntersectGear = nil)
        or (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.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 < -LAND_WIDTH)
    or (x > 2*LAND_WIDTH)
    or (x < -LAND_WIDTH) 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^.IntersectGear := 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^.IntersectGear := iterator;
                            iterator^.IntersectGear := newPortal;
                            iterator^.Health := newPortal^.Health;
                            end;
                        end;
                iterator^.PortalCounter:= 0;
                iterator := iterator^.NextGear
            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 := GameTicks mod 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
                        AddGear(x - Gear^.Radius + LongInt(getRandom(2 * Gear^.Radius)), y -
                        getRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0);
                    end;

                if getRandom(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;
    performRumble();
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFlamethrowerWork(Gear: PGear);
var 
    HHGear: 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);
    
            AddGear(gx, gy, gtFlame, gstTmpFlag,
                    SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
                    AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
            
            if (Gear^.Health mod 30) = 0 then
                AddGear(gx, gy, gtFlame, 0,
                        SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
                        AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
            end;
        Gear^.Timer:= Gear^.Tag
        end;

    if (Gear^.Health = 0) or (HHGear^.Damage <> 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: 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);

        AddGear(gx, gy, gtFlake, gstTmpFlag, 
                SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx, 
                AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
            
        Gear^.Timer:= Gear^.Tag
        end;

    if (Gear^.Health = 0) or (HHGear^.Damage <> 0) or ((HHGear^.Message and gmAttack) <> 0) then
        begin
        HHGear^.Message:= HHGear^.Message and (not gmAttack);
        DeleteGear(Gear);
        AfterAttack
        end
    else
        begin
        i:= Gear^.Health div 10;
        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
            begin
            Gear^.Damage:= i;
            FreeTexture(Gear^.Tex);
            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
                         '%', cWhiteColor, fntSmall)
            end
        end
end;

procedure doStepLandGun(Gear: PGear);
var 
    HHGear: PGear;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
    HHGear^.State := HHGear^.State or gstNotKickable;
    Gear^.doStep := @doStepLandGunWork
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepPoisonCloud(Gear: PGear);
begin
    if Gear^.Timer = 0 then
        begin
        DeleteGear(Gear);
        exit
        end;
    dec(Gear^.Timer);
    Gear^.X:= Gear^.X + Gear^.dX;
    Gear^.Y:= Gear^.Y + Gear^.dY;
    Gear^.dX := Gear^.dX + cWindSpeed / 4;
    Gear^.dY := Gear^.dY + cGravity / 100;
    if (GameTicks and $FF) = 0 then
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
    AllInactive:= false;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHammer(Gear: PGear);
var HHGear, tmp, tmp2: PGear;
         t: PGearArray;
         i: LongInt;
begin
HHGear:= Gear^.Hedgehog^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);

t:= CheckGearsCollision(Gear);

for i:= 5 downto 0 do
    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);

i:= t^.Count;
while i > 0 do
    begin
    dec(i);
    tmp:= t^.ar[i];
    if (tmp^.State and gstNoDamage) = 0 then
        if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
            begin
            //tmp^.State:= tmp^.State or gstFlatened;
            if not tmp^.Invulnerable then
                ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
            //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
            tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
            tmp2^.IntersectGear:= 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^.IntersectGear;
    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;
    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: TPGearArray;
    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 Length(graves) = 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 Length(graves) <= 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^);
        inc(graves[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 Length(graves) - 1 do
            if graves[i]^.Health > 0 then
                begin
                resgear := AddGear(hwRound(graves[i]^.X), hwRound(graves[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
                resgear^.Hedgehog := graves[i]^.Hedgehog;
                resgear^.Health := graves[i]^.Health;
                PHedgehog(graves[i]^.Hedgehog)^.Gear := resgear;
                DeleteGear(graves[i]);
                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, '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: TPGearArray;
    i: LongInt;
begin
    AllInactive := false;
    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);

    if Length(graves) > 0 then
        begin
        for i:= 0 to Length(graves) - 1 do
            begin
            PHedgehog(graves[i]^.Hedgehog)^.Gear := nil;
            graves[i]^.Health := 0;
            end;
        Gear^.doStep := @doStepResurrectorWork;
        end 
    else 
        begin
        StopSoundChan(Gear^.SoundChannel);
        Gear^.Timer := 250;
        Gear^.doStep := @doStepIdle;
        end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepNapalmBomb(Gear: PGear);
var
    i, gX, gY: LongInt;
    dX, dY: hwFloat;
begin
    AllInactive := false;
    doStepFallingGear(Gear);
    if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
    begin
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
        gX := hwRound(Gear^.X);
        gY := hwRound(Gear^.Y); 
        for i:= 0 to 10 do
        begin
            dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
            AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
            AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
            AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
            AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
        end;
        DeleteGear(Gear);
        exit
    end;
    if (Gear^.Timer = 0) then
        begin
        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
        for i:= -19 to 19 do
           FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
        DeleteGear(Gear);
        exit
        end;
    if (GameTicks and $3F) = 0 then
        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
    dec(Gear^.Timer)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepStructure(Gear: PGear);
var 
    x, y: LongInt;
    HH: PHedgehog;
    t: PGear;
begin
    HH:= Gear^.Hedgehog;

    if (Gear^.State and gstMoving) <> 0 then
        begin
        AddGearCI(Gear);
        Gear^.dX:= _0;
        Gear^.dY:= _0;
        Gear^.State:= Gear^.State and (not gstMoving);
        end;

    dec(Gear^.Health, Gear^.Damage);
    Gear^.Damage:= 0;
        
    if Gear^.Pos = 1 then
        begin
        AddGearCI(Gear);
        AfterAttack;
        if Gear = CurAmmoGear then
            CurAmmoGear:= nil;
        if HH^.Gear <> nil then
            HideHog(HH);
        Gear^.Pos:= 2
        end;
        
    if Gear^.Pos = 2 then
        begin
        if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
            begin
            if (Gear^.Timer mod 10) = 0 then
                begin
                DeleteCI(Gear);
                Gear^.Y:= Gear^.Y - _0_5;
                AddGearCI(Gear);
                end;
            inc(Gear^.Timer);
            end;
        if Gear^.Tag <= TotalRounds then
            Gear^.Pos:= 3;
        end;
        
    if Gear^.Pos = 3 then
        if Gear^.Timer < 1000 then
            begin
            if (Gear^.Timer mod 10) = 0 then
                begin
                DeleteCI(Gear);
                Gear^.Y:= Gear^.Y - _0_5;
                AddGearCI(Gear);
                end;
            inc(Gear^.Timer);
            end
        else
            begin
            if HH^.GearHidden <> nil then
                RestoreHog(HH);
            Gear^.Pos:= 4;
            end;
        
    if Gear^.Pos = 4 then
        if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
            begin
            t:= GearsList;
            while t <> nil do
                begin
                if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
                    t^.Invulnerable:= true;
                t:= t^.NextGear;
                end;
            end;
        
    if Gear^.Health <= 0 then
        begin
        if HH^.GearHidden <> nil then
            RestoreHog(HH);
        
        x := hwRound(Gear^.X);
        y := hwRound(Gear^.Y);

        DeleteCI(Gear);
        DeleteGear(Gear);

        doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
        end;
end;

////////////////////////////////////////////////////////////////////////////////
(*
 TARDIS needs 
 Warp in.  Pos = 1
 Pause.    Pos = 2
 Hide gear  (TARDIS hedgehog was nil)
 Warp out. Pos = 3
 ... idle active for some time period ...  Pos = 4
 Warp in.  Pos = 1
 Pause.    Pos = 2
 Restore gear  (TARDIS hedgehog was not nil)
 Warp out. Pos = 3
*)

procedure doStepTardisWarp(Gear: PGear);
var HH: PHedgehog;
    i,j,cnt: LongWord;
begin
HH:= Gear^.Hedgehog;
if Gear^.Pos = 2 then
    begin
    StopSoundChan(Gear^.SoundChannel);
    if (Gear^.Timer = 0) then
        begin
        if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
            begin
            AfterAttack;
            if Gear = CurAmmoGear then CurAmmoGear := nil;
            if (HH^.Gear^.Damage = 0) and  (HH^.Gear^.Health > 0) and 
            ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
                HideHog(HH)
            end
        //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
        else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
            RestoreHog(HH)
        end;

    inc(Gear^.Timer);
    if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
        begin
        Gear^.SoundChannel := LoopSound(sndTardis);
        Gear^.Pos:= 3
        end
    end;

if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
    begin
    inc(Gear^.Power);
    if (Gear^.Power = 172) and (HH^.Gear <> nil) and 
        (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
        ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
            with HH^.Gear^ do
                begin
                State:= State or gstAnimation;
                Tag:= 2;
                Timer:= 0;
                Pos:= 0
                end
    end;
if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
    dec(Gear^.Power);
if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
    Gear^.Pos:= 2;
if (Gear^.Pos = 3) and (Gear^.Power = 0) then
    begin
    StopSoundChan(Gear^.SoundChannel);
    if HH^.GearHidden = nil then
        begin
        DeleteGear(Gear);
        exit
        end;
    Gear^.Pos:= 4;
    // This condition might need tweaking
    Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
    end;

if (Gear^.Pos = 4) then
    begin
    cnt:= 0;
    for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
        for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
            if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
            and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
            and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
                inc(cnt);
    if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
        begin
        if HH^.GearHidden <> nil then
            FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
            
        if HH^.GearHidden <> nil then
            begin
            Gear^.X:= HH^.GearHidden^.X;
            Gear^.Y:= HH^.GearHidden^.Y;
            end;
        Gear^.Timer:= 0;

        if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
            begin
            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
            Gear^.Pos:= 2;
            Gear^.Power:= 255;
            end
        else begin
            Gear^.SoundChannel := LoopSound(sndTardis);
            Gear^.Pos:= 1;
            Gear^.Power:= 0;
            end
        end
    else 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 $FF00 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 doStepIceGun(Gear: PGear);
var 
    HHGear, iter: PGear;
    ndX, ndY: hwFloat;
    i, t, gX, gY: LongInt;
    hogs: TPGearArray;
begin
    HHGear := Gear^.Hedgehog^.Gear;
    if (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then
        begin
        DeleteGear(Gear);
        AfterAttack;
        exit
        end
    else
        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
        end;
    if GameTicks mod 10 = 0 then dec(Gear^.Health);
    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
            dX:= ndX;
            dY:= ndY;
            Pos:= 0;
            Target.X:= NoPointX;
            LastDamage:= nil;
            X:= HHGear^.X;
            Y:= HHGear^.Y;
(* unfreeze all semifrozen hogs - make this generic hog cleanup
            iter := GearsList;
            while iter <> nil do
                begin
                if (iter^.Kind = gtHedgehog) and 
                   (iter^.Hedgehog^.Effects[heFrozen] < 0) then 
                    iter^.Hedgehog^.Effects[heFrozen]:= 0;
                iter:= iter^.NextGear
                end *)
            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
                if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
                    begin
                    X:= HHGear^.X;
                    Y:= HHGear^.Y
                    end;
// freeze nearby hogs
                if GameTicks mod 10 = 0 then dec(Gear^.Health);
                hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
                if Length(hogs) > 0 then
                    for i:= 0 to Length(hogs) - 1 do
                        if hogs[i] <> HHGear then
                            begin
                            //if Gear^.Hedgehog^.Effects[heFrozen]:= 0;
                            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 > LAND_WIDTH*2) or
                    (gX < -LAND_WIDTH) or
                    (gY < -LAND_HEIGHT) or
                    (gY > LAND_HEIGHT+512) then
                begin
                X:= HHGear^.X;
                Y:= HHGear^.Y
                end
        end
    end;
end;