hedgewars/uGearsRender.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 12 Mar 2018 02:09:21 +0100
changeset 13169 6869d27a2f3f
parent 13150 2f7c25bf4201
child 13213 1ac1f5a91ec0
permissions -rw-r--r--
ACF7: Add one pick hammer in crate Players often reported to screw up with the pick hammer, which is quite annoying. With one pick hammer more, this mission should be slightly less annoying.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uGearsRender;

interface
uses uTypes, uConsts, GLunit, uFloat, SDLh;

type
   Tar = record
            X, Y: hwFloat;
            dLen: hwFloat;
            b : boolean;
         end;
   TRopePoints = record
            Count     : Longword;
            HookAngle : GLfloat;
            ar        : array[0..MAXROPEPOINTS] of Tar;
            rounded   : array[0..MAXROPEPOINTS + 2] of TVertex2f;
         end;
procedure RenderGear(Gear: PGear; x, y: LongInt);
procedure RenderGearTimer(Gear: PGear; x, y: LongInt);
procedure DrawHHOrder();

var RopePoints: record
                Count: Longword;
                HookAngle: GLfloat;
                ar: array[0..MAXROPEPOINTS] of record
                                X, Y: hwFloat;
                                dLen: hwFloat;
                                b: boolean;
                                sx, sy, sb: boolean;
                                end;
                rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
                end;

implementation
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList;

procedure DrawRopeLinesRQ(Gear: PGear);
var n: LongInt;
begin
with RopePoints do
    begin
    rounded[Count].X:= hwRound(Gear^.X);
    rounded[Count].Y:= hwRound(Gear^.Y);
    rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
    rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
    end;

if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
    begin
    EnableTexture(false);
    //glEnable(GL_LINE_SMOOTH);

    
    Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF);

    n:= RopePoints.Count + 2;

    SetVertexPointer(@RopePoints.rounded[0], n);

    openglPushMatrix();
    openglTranslatef(WorldDx, WorldDy, 0);

    glLineWidth(3.0 * cScaleFactor);
    glDrawArrays(GL_LINE_STRIP, 0, n);
    Tint(Gear^.Tint);
    glLineWidth(2.0 * cScaleFactor);
    glDrawArrays(GL_LINE_STRIP, 0, n);

    untint;

    openglPopMatrix();

    EnableTexture(true);
    //glDisable(GL_LINE_SMOOTH)
    end
end;


function DrawRopeLine(X1, Y1, X2, Y2, roplen: LongInt): LongInt;
var  eX, eY, dX, dY: LongInt;
    i, sX, sY, x, y, d: LongInt;
    b: boolean;
begin
    if (X1 = X2) and (Y1 = Y2) then
        begin
        //OutError('WARNING: zero length rope line!', false);
        DrawRopeLine:= 0;
        exit
        end;
    eX:= 0;
    eY:= 0;
    dX:= X2 - X1;
    dY:= Y2 - Y1;

    if (dX > 0) then
        sX:= 1
    else
        if (dX < 0) then
            begin
            sX:= -1;
            dX:= -dX
            end
        else sX:= dX;

    if (dY > 0) then
        sY:= 1
    else
        if (dY < 0) then
            begin
            sY:= -1;
            dY:= -dY
            end
        else
            sY:= dY;

    if (dX > dY) then
        d:= dX
    else
        d:= dY;

    x:= X1;
    y:= Y1;

    for i:= 0 to d do
        begin
        inc(eX, dX);
        inc(eY, dY);
        b:= false;
        if (eX > d) then
            begin
            dec(eX, d);
            inc(x, sX);
            b:= true
            end;
        if (eY > d) then
            begin
            dec(eY, d);
            inc(y, sY);
            b:= true
            end;
        if b then
            begin
            inc(roplen);
            if (roplen mod 4) = 0 then
                DrawSprite(sprRopeNode, x - 2, y - 2, 0)
            end
    end;
    DrawRopeLine:= roplen;
end;

procedure DrawRope(Gear: PGear);
var roplen, i: LongInt;
begin
    if Gear^.Hedgehog^.Gear = nil then exit;
    if (Gear^.Tag = 1) or ((cReducedQuality and rqSimpleRope) <> 0) then
        DrawRopeLinesRQ(Gear)
    else
        begin
        roplen:= 0;
        if RopePoints.Count > 0 then
            begin
            i:= 0;
            while i < Pred(RopePoints.Count) do
                    begin
                    roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
                                hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy, roplen);
                    inc(i)
                    end;
            roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
                        hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, roplen);
            roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
                        hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen);
            end
        else
            if Gear^.Elasticity.QWordValue > 0 then
            roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
                        hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen);
        end;


if RopePoints.Count > 0 then
    DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
else
    if Gear^.Elasticity.QWordValue > 0 then
        DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;


procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with Gear^.Hedgehog^ do
    begin
    if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
        exit;
    DrawTexture(sx + 16, sy + 16, ropeIconTex);
    DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
    end;
end;

procedure DrawHHOrder();
var HHGear: PGear;
    hh: PHedgehog;
    c, i, t, x, y, sprH, sprW, fSprOff: LongInt;
begin
t:= LocalTeam;

if not CurrentTeam^.ExtDriven then
    for i:= 0 to Pred(TeamsCount) do
        if (TeamsArray[i] = CurrentTeam) then
            t:= i;

if t < 0 then
    exit;

if TeamsArray[t] <> nil then
    begin
    sprH:= SpritesData[sprBigDigit].Height;
    sprW:= SpritesData[sprBigDigit].Width;
    fSprOff:= sprW div 4 + SpritesData[sprFrame].Width div 4 - 1; // - 1 for overlap to avoid artifacts
    i:= 0;
    c:= 0;
        repeat
        hh:= @TeamsArray[t]^.Hedgehogs[i];
        inc(i);
        if (hh <> nil) and (hh^.Gear <> nil) then
            begin
            inc(c);
            HHGear:= hh^.Gear;
            x:= hwRound(HHGear^.X) + WorldDx;
            y:= hwRound(HHGear^.Y) + WorldDy - 2;
            DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x - fSprOff, y, 0, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height);
            DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x + fSprOff, y, 1, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height);
            DrawTextureF(SpritesData[sprBigDigit].Texture, 0.5, x, y, c, 1, sprW, sprH);
            if SpeechHogNumber = c then
                DrawCircle(x, y, 20, 3, 0, $FF, $FF, $80);
            end;
        until (i > cMaxHHIndex);
    end

end;


procedure DrawHH(Gear: PGear; ox, oy: LongInt);
var i, t: LongInt;
    amt: TAmmoType;
    sign, hx, hy, tx, ty, sx, sy, m: LongInt;  // hedgehog, crosshair, temp, sprite, direction
    dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real;  // laser, change
    defaultPos, HatVisible: boolean;
    HH: PHedgehog;
    CurWeapon: PAmmo;
    iceOffset:Longint;
    r:TSDL_Rect;
    curhat: PTexture;
begin
    HH:= Gear^.Hedgehog;
    if HH^.Unplaced then
        exit;
    if (HH^.CurAmmoType = amKnife) and (HH = CurrentHedgehog) then
         curhat:= ChefHatTexture
    else curhat:= HH^.HatTex;
    m:= 1;
    if ((Gear^.State and gstHHHJump) <> 0) and (HH^.Effects[heArtillery] = 0) then
        m:= -1;
    sx:= ox + 1; // this offset is very common
    sy:= oy - 3;
    sign:= hwSign(Gear^.dX);

    if (Gear^.State and gstHHDeath) <> 0 then
        begin
        DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
        Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
        DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
        untint;
        exit
        end
    else if (Gear^.State and gstHHGone) <> 0 then
        begin
        DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
        exit
        end;

    defaultPos:= true;
    HatVisible:= false;

    if HH^.Effects[heFrozen] > 0 then
        if HH^.Effects[heFrozen] < 150000 then
            begin
            DrawHedgehog(sx, sy,
                    sign,
                    0,
                    0,
                    0);
            defaultPos:= false;
            if HH^.Effects[heFrozen] < 256 then
                 HatVisible:= true
            else HatVisible:= false
            end
        else
            begin
            DrawHedgehog(sx, sy,
                    sign,
                    2,
                    4,
                    0);
            defaultPos:= false;
            HatVisible:= false
            end;


    if HH^.Effects[hePoisoned] <> 0 then
        begin
        Tint($00, $FF, $40, $40);
        DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 4) mod 360);
        untint
        end;


    if ((Gear^.State and gstWinner) <> 0) and
    ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
        begin
        DrawHedgehog(sx, sy,
                sign,
                2,
                0,
                0);
        defaultPos:= false
        end;
    if (Gear^.State and gstDrowning) <> 0 then
        begin
        DrawHedgehog(sx, sy,
                sign,
                1,
                7,
                0);
        defaultPos:= false
        end else
    if (Gear^.State and gstLoser) <> 0 then
        begin
        DrawHedgehog(sx, sy,
                sign,
                2,
                3,
                0);
        defaultPos:= false
        end else

    if (Gear^.State and gstHHDriven) <> 0 then
        begin
        if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
/// If current ammo is active, and current ammo has alt attack and uses a crosshair  (rope, basically, right now, with no crosshair for parachute/saucer
            (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
            // don't render crosshair/laser during kamikaze
            ((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and
             ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
/// If no current ammo is active, and the selected ammo uses a crosshair
            ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then
            begin
    (* These calculations are a little complex for a few reasons:
    1: I need to draw the laser from weapon origin to nearest land
    2: I need to start the beam outside the hedgie for attractiveness.
    3: I need to extend the beam beyond land.
    This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
    *)
            dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
            dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
            if cLaserSighting or cLaserSightingSniper then
                begin
                lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
                ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);

                // ensure we start outside the hedgehog (he's solid after all)
                while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
                    begin
                    lx:= lx + dx;
                    ly:= ly + dy
                    end;

                // add hog's position
                lx:= lx + ox - WorldDx;
                ly:= ly + oy - WorldDy;

                // decrease number of iterations required
                ax:= dx * 4;
                ay:= dy * 4;

                tx:= round(lx);
                ty:= round(ly);
                hx:= tx;
                hy:= ty;
                while ((ty and LAND_HEIGHT_MASK) = 0) and
                    ((tx and LAND_WIDTH_MASK) = 0) and
                    (Land[ty, tx] = 0) do // TODO: check for constant variable instead
                    begin
                    lx:= lx + ax;
                    ly:= ly + ay;
                    tx:= round(lx);
                    ty:= round(ly)
                    end;
                // reached edge of land. assume infinite beam. Extend it way out past camera
                if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
                    begin
                    tx:= round(lx + ax * (max(LAND_WIDTH,4096) div 2));
                    ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2));
                    end;

                //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
                    begin
                    DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
                    end;
                end;
            // draw crosshair
            CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
            CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));

            setTintAdd(true);
            Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
            DrawTextureRotated(CrosshairTexture,
                    12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0,
                    sign * m * (Gear^.Angle * 180.0) / cMaxAngle);
            untint;
            setTintAdd(false);
            end;

        hx:= ox + 8 * sign;
        hy:= oy - 2;
        aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
        if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then
        begin
            case CurAmmoGear^.Kind of
                gtShotgunShot: begin
                        if (CurAmmoGear^.State and gstAnimation <> 0) then
                            DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle)
                        else
                            DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
                    end;
                gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle);
                gtSniperRifleShot: begin
                        if (CurAmmoGear^.State and gstAnimation <> 0) then
                            DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
                        else
                            DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
                    end;
                gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
                gtRCPlane: begin
                    DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0);
                    defaultPos:= false
                    end;
                gtRope: begin
                    if Gear^.X < CurAmmoGear^.X then
                        begin
                        dAngle:= 0;
                        hAngle:= 180;
                        i:= 1
                        end
                    else
                        begin
                        dAngle:= 180;
                        hAngle:= 0;
                        i:= -1
                        end;
                    if ((Gear^.State and gstWinner) = 0) then
                        begin
                        DrawHedgehog(ox, oy,
                                i,
                                1,
                                0,
                                DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
                        with HH^ do
                            if (curhat <> nil) then
                                begin
                                DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
                                    i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
                                if curhat^.w > 64 then
                                    begin
                                    Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
                                    DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
                                        i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
                                    untint
                                    end
                                end
                    end;
                    DrawAltWeapon(Gear, ox, oy);
                    defaultPos:= false
                    end;
                gtBlowTorch:
                    begin
                    DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle);
                    DrawHedgehog(sx, sy,
                            sign,
                            3,
                            HH^.visStepPos div 2,
                            0);
                    with HH^ do
                        if (curhat <> nil) then
                            begin
                            DrawTextureF(curhat,
                                1,
                                sx,
                                sy - 5,
                                0,
                                sign,
                                32,
                                32);
                            if curhat^.w > 64 then
                                begin
                                Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
                                DrawTextureF(curhat,
                                    1,
                                    sx,
                                    sy - 5,
                                    32,
                                    sign,
                                    32,
                                    32);
                                untint
                                end
                            end;
                    defaultPos:= false
                    end;
                gtFirePunch:
                    begin
                    DrawHedgehog(sx, sy,
                            sign,
                            1,
                            4,
                            0);
                    defaultPos:= false
                    end;
                gtPickHammer:
                    begin
                    defaultPos:= false;
                    dec(sy,20);
                    end;
                gtTeleport: defaultPos:= false;
                gtWhip:
                    begin
                    DrawSpriteRotatedF(sprWhip,
                            sx,
                            sy,
                            1,
                            sign,
                            0);
                    defaultPos:= false
                    end;
                gtHammer:
                    begin
                    DrawSpriteRotatedF(sprHammer,
                            sx,
                            sy,
                            1,
                            sign,
                            0);
                    defaultPos:= false
                    end;
                gtResurrector:
                    begin
                    DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0);
                    defaultPos:= false
                    end;
                gtKamikaze:
                    begin
                    if CurAmmoGear^.Pos = 0 then
                        DrawHedgehog(sx, sy,
                                sign,
                                1,
                                6,
                                0)
                    else
                        DrawSpriteRotatedF(sprKamikaze,
                                ox, oy,
                                CurAmmoGear^.Pos - 1,
                                sign,
                                aangle);
                    defaultPos:= false
                    end;
                gtSeduction:
                    begin
                    if CurAmmoGear^.Pos >= 6 then
                        DrawHedgehog(sx, sy,
                                sign,
                                2,
                                2,
                                0)
                    else
                        begin
                        DrawSpriteRotatedF(sprDress,
                                ox, oy,
                                CurAmmoGear^.Pos,
                                sign,
                                0);
                        // sprCensored contains English text, so only show it for English locales
                        // TODO: Make text translatable. But how?
                        if Copy(cLocale, 1, 2) = 'en' then
                            DrawSprite(sprCensored, ox - 32, oy - 20, 0);
                        end;
                    defaultPos:= false
                    end;
                gtFlamethrower:
                    begin
                    DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
                    if CurAmmoGear^.Tex <> nil then
                        DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex)
                    end;
                gtLandGun:
                    begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
                    if CurAmmoGear^.Tex <> nil then
                        DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex)
                    end;
                gtIceGun:
                    begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
                    if CurAmmoGear^.Tex <> nil then
                        DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex)
                    end;
            end;

            case CurAmmoGear^.Kind of
                gtShotgunShot,
                gtDEagleShot,
                gtSniperRifleShot:
                    begin
                    DrawHedgehog(sx, sy, sign, 0, 4, 0);
                    defaultPos:= false;
                    HatVisible:= true
                    end;
                gtShover, gtMinigun:
                    begin
                    DrawHedgehog(sx, sy, sign, 0, 5, 0);
                    defaultPos:= false;
                    HatVisible:= true
                    end
            end
        end else

        if ((Gear^.State and gstHHJumping) <> 0) then
        begin
        DrawHedgehog(sx, sy,
            sign*m,
            1,
            1,
            0);
        HatVisible:= true;
        defaultPos:= false
        end else

        if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
            begin
            DrawHedgehog(sx, sy,
                sign,
                0,
                HH^.visStepPos div 2,
                0);
            defaultPos:= false;
            HatVisible:= true
            end
        else

        if ((Gear^.State and gstAnimation) <> 0) then
            begin
            if (Gear^.Tag < LongInt(ord(Low(TWave)))) or (Gear^.Tag > LongInt(ord(High(TWave)))) then
                begin
                Gear^.State:= Gear^.State and (not gstAnimation);
                end
            else
                begin
                DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
                        sx,
                        sy,
                        Gear^.Pos,
                        sign,
                        0.0);
                defaultPos:= false
                end
            end
        else
        if ((Gear^.State and gstAttacked) = 0) then
            begin
            if HH^.Timer > 0 then
                begin
                // There must be a tidier way to do this. Anyone?
                if aangle <= 90 then
                    aangle:= aangle+360;
                if Gear^.dX > _0 then
                    aangle:= aangle-((aangle-240)*HH^.Timer/10)
                else
                    aangle:= aangle+((240-aangle)*HH^.Timer/10);
                dec(HH^.Timer)
                end;
            amt:= CurrentHedgehog^.CurAmmoType;
            CurWeapon:= GetCurAmmoEntry(HH^);
            case amt of
                amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle);
                amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle);
                amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle);
                amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle);
                amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
                amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle);
                amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle);
                amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
                amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle);
                amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle);

                amPortalGun:
                    if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
                        DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
                    else
                        DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle);

                amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
                amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle);
                amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle);
                amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle);
                amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle);
                amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle);
                amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle);
                amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle);
                amDuck: DrawSpriteRotatedF(sprHandDuck, hx, hy, 0, sign, aangle);
                amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle);
                amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle);
                amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle);
                amAirMine: DrawSpriteRotated(sprHandAirMine, hx, hy, sign, aangle);
                amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle);
                amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle);
                amSeduction: begin
                             DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
                             DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
                             //Tint($FF, $0, $0, $AA);
                             //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
                             //untint;
                             end;
                amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
                amRCPlane: begin
                    DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0);
                    defaultPos:= false
                    end;
                amRubber,
                amGirder: begin
                    DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle);
                    if cBuildMaxDist = cDefaultBuildMaxDist then
                        begin
                        if WorldEdge = weWrap then
                            begin
                            if hwRound(Gear^.X) < LongInt(leftX) + 256 then
                                DrawSpriteClipped(sprGirder,
                                                rightX+(ox-leftX)-256,
                                                oy-256,
                                                LongInt(topY)+WorldDy,
                                                LongInt(rightX)+WorldDx,
                                                cWaterLine+WorldDy,
                                                LongInt(leftX)+WorldDx);
                            if hwRound(Gear^.X) > LongInt(rightX) - 256 then
                                DrawSpriteClipped(sprGirder,
                                                leftX-(rightX-ox)-256,
                                                oy-256,
                                                LongInt(topY)+WorldDy,
                                                LongInt(rightX)+WorldDx,
                                                cWaterLine+WorldDy,
                                                LongInt(leftX)+WorldDx)
                            end;
                        DrawSpriteClipped(sprGirder,
                                        ox-256,
                                        oy-256,
                                        LongInt(topY)+WorldDy,
                                        LongInt(rightX)+WorldDx,
                                        cWaterLine+WorldDy,
                                        LongInt(leftX)+WorldDx)
                        end
                    else if cBuildMaxDist > 0 then
                        begin
                            DrawCircle(hx, hy, cBuildMaxDist, 3, $FF, 0, 0, $80);
                        end;
                    end;
                amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
                amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
                amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
                amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
                amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
            end;

            case amt of
                amAirAttack,
                amNapalm,
                amMineStrike,
                amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0);
                amPickHammer: DrawHedgehog(sx, sy,
                            sign,
                            1,
                            2,
                            0);
                amTeleport,
                amPiano: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0);
                amKamikaze: DrawHedgehog(sx, sy,
                            sign,
                            1,
                            5,
                            0);
                amWhip: DrawSpriteRotatedF(sprWhip,
                            sx,
                            sy,
                            0,
                            sign,
                            0);
                amHammer: DrawSpriteRotatedF(sprHammer,
                            sx,
                            sy,
                            0,
                            sign,
                            0);
                amBaseballBat, amMinigun:
                    begin
                    HatVisible:= true;
                    DrawHedgehog(sx, sy,
                            sign,
                            0,
                            5,
                            0);
                    end
            else
                DrawHedgehog(sx, sy,
                    sign,
                    0,
                    4,
                    0);

                HatVisible:= true;
                (* with HH^ do
                    if (HatTex <> nil)
                    and (HatVisibility > 0) then
                        DrawTextureF(HatTex,
                            HatVisibility,
                            sx,
                            sy - 5,
                            0,
                            sign,
                            32,
                            32); *)
            end;

            defaultPos:= false
        end;

    end else // not gstHHDriven
        begin
        // check if hedgehog is sliding/rolling
        if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0)
        and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
            begin
            defaultPos:= false;
                DrawHedgehog(sx, sy,
                    sign,
                    2,
                    1,
                    Gear^.DirAngle);

            // dust effect
            // TODO fix: this gives different results based on framerate
            if (sx mod 8) = 0 then
                begin
                if Gear^.dX.isNegative then
                    tx := hwRound(Gear^.X) + cHHRadius
                else
                    tx := hwRound(Gear^.X) - cHHRadius;
                ty:= hwRound(Gear^.Y) + cHHRadius + 2;
                if ((tx and LAND_WIDTH_MASK) = 0) and
                    ((ty and LAND_HEIGHT_MASK) = 0) and
                        (Land[ty, tx] <> 0) then
                            AddVisualGear(tx - 2 + Random(4), ty - 8, vgtDust);
                end;

            // draw april's fool hat
            if AprilOne and (curhat <> nil) then
                DrawTextureRotatedF(curhat, 1.0, -1.0, 0, sx, sy, 18, sign, 32, 32,
                    sign*Gear^.DirAngle)
            end;


        if ((Gear^.State and gstHHJumping) <> 0) then
            begin
            DrawHedgehog(sx, sy,
                sign*m,
                1,
                1,
                0);
            defaultPos:= false
            end;
        end;

    with HH^ do
        begin
        if defaultPos then
            begin
            if HH^.Team^.hasGone then Tint($FFFFFF80);
            DrawSpriteRotatedF(sprHHIdle,
                sx,
                sy,
                (RealTicks div 128 + Gear^.Pos) mod 19,
                sign,
                0);
            HatVisible:= true;
            end;

        if HatVisible then
            if HatVisibility < 1.0 then
                HatVisibility:= HatVisibility + 0.2
            else
        else
            if HatVisibility > 0.0 then
                HatVisibility:= HatVisibility - 0.2;

        if (curhat <> nil)
        and (HatVisibility > 0) then
            if DefaultPos then
                begin
                // Simple hat with automatic offset
                if (curhat^.h = 32) and ((curhat^.w = 32) or (curhat^.w = 64)) then
                    begin
                    // Frame
                    tx := (RealTicks div 128 + Gear^.Pos) mod 19;
                    // Hat offset
                    ty := 0;
                    if (tx = 2) or (tx = 7) or (tx = 12) then
                        ty := 1
                    else if tx = 16 then
                        ty := -1;
                    // First frame: No tint
                    DrawTextureF(curhat,
                        HatVisibility,
                        sx,
                        sy - 5 + ty,
                        0,
                        sign,
                        32,
                        32);
                    // Second frame: Clan tint (if present)
                    if (curhat^.w = 64) then
                        begin
                        Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
                        DrawTextureF(curhat,
                            HatVisibility,
                            sx,
                            sy - 5 + ty,
                            1,
                            sign,
                            32,
                            32);
                        untint
                        end
                    end
                else
                    // Classic animated hat (all frames drawn manually)
                    begin
                    DrawTextureF(curhat,
                        HatVisibility,
                        sx,
                        sy - 5,
                        (RealTicks div 128 + Gear^.Pos) mod 19,
                        sign,
                        32,
                        32);
                    // Apply clan tint
                    if curhat^.w > 64 then
                        begin
                        Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
                        DrawTextureF(curhat,
                            HatVisibility,
                            sx,
                            sy - 5,
                            (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
                            sign,
                            32,
                            32);
                        untint
                        end
                    end;
                if HH^.Team^.hasGone then untint
                end
            else
                begin
                DrawTextureF(curhat,
                    HatVisibility,
                    sx,
                    sy - 5,
                    0,
                    sign*m,
                    32,
                    32);
                if (curhat^.w > 64) or ((curhat^.w = 64) and (curhat^.h = 32)) then
                    begin
                    if ((curhat^.w = 64) and (curhat^.h = 32)) then
                        tx := 1
                    else
                        tx := 32;
                    Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
                    DrawTextureF(curhat,
                        HatVisibility,
                        sx,
                        sy - 5,
                        tx,
                        sign*m,
                        32,
                        32);
                    untint
                    end
                end
        end;

    if (Gear^.State and gstHHDriven) <> 0 then
        begin
    (*    if (CurAmmoGear = nil) then
            begin
            amt:= CurrentHedgehog^.CurAmmoType;
            case amt of
                amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
                end
            end; *)
        if (CurAmmoGear = nil) then
            begin
                if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
                and (Gear^.Message and (gmLeft or gmRight) = 0) then
                begin
                amt:= CurrentHedgehog^.CurAmmoType;
                    case amt of
                        amBaseballBat: DrawSpritePivotedF(sprHandBaseball,
                            sx + 9 * sign, sy + 2, 0, sign, -8, 1, aangle);
                        amMinigun: DrawSpritePivotedF(sprMinigun,
                            sx + 20 * sign, sy + 4, 0, sign, -18, -2, aangle);
                    end;
                end;
            end
        else
            begin
            aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
            case CurAmmoGear^.Kind of
                gtJetpack: begin
                        DrawSprite(sprJetpack, sx-32, sy-32, 0);
                        if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
                            begin
                            if (CurAmmoGear^.MsgParam and gmUp) <> 0 then
                                DrawSprite(sprJetpack, sx-32, sy-28, 1);
                            if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then
                                DrawSprite(sprJetpack, sx-28, sy-28, 2);
                            if (CurAmmoGear^.MsgParam and gmRight) <> 0 then
                                DrawSprite(sprJetpack, sx-36, sy-28, 3)
                            end;
                        if CurAmmoGear^.Tex <> nil then
                            DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
                        DrawAltWeapon(Gear, sx, sy)
                        end;
                gtShover: DrawSpritePivotedF(sprHandBaseball,
                    sx + 9 * sign, sy + 2, CurAmmoGear^.Tag, sign, -8, 1, aangle);
                gtMinigun: DrawSpritePivotedF(sprMinigun,
                    sx + 20 * sign, sy + 4, CurAmmoGear^.Tag, sign, -18, -2, aangle);
                end;
            end
        end;

    with HH^ do
        begin
        if ((Gear^.State and (not gstWinner)) = 0)
            or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
            or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
            begin
            t:= sy - cHHRadius - 9;
            if (cTagsMask and htTransparent) <> 0 then
                Tint($FF, $FF, $FF, $80);
            if ((cTagsMask and htHealth) <> 0) then
                begin
                dec(t, HealthTagTex^.h + 2);
                DrawTextureCentered(ox, t, HealthTagTex)
                end;
            if (cTagsMask and htName) <> 0 then
                begin
                dec(t, NameTagTex^.h + 2);
                DrawTextureCentered(ox, t, NameTagTex)
                end;
            if (cTagsMask and htTeamName) <> 0 then
                begin
                dec(t, Team^.NameTagTex^.h + 2);
                DrawTextureCentered(ox, t, Team^.NameTagTex)
                end;
            if (cTagsMask and htTransparent) <> 0 then
                untint
            end;
        if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
            begin
            if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then
                DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);

            if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
                begin
                ty := oy - 32;
                // move finger higher up if tags are above hog
                if (cTagsMask and htTeamName) <> 0 then
                    ty := ty - Team^.NameTagTex^.h - 2;
                if (cTagsMask and htName) <> 0 then
                    ty := ty - NameTagTex^.h - 2;
                if (cTagsMask and htHealth) <> 0 then
                    ty := ty - HealthTagTex^.h - 2;
                tx := ox;

                // don't go offscreen
                //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
                //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
                t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor);
                tx := min(max(tx, ViewLeftX + t), ViewRightX  - t);
                t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor);
                ty := min(ty, ViewBottomY - 96);
                // don't overlap with HH or HH tags
                if ty < ViewTopY + t then
                    begin
                    if abs(tx - ox) < abs(ty - oy)  then
                        ty:= max(ViewTopY + t, oy + t)
                    else
                        ty:= max(ViewTopY + t, ty);
                    end;

                dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90;

                DrawSpriteRotatedF(sprFinger, tx, ty, RealTicks div 32 mod 16, 1, dAngle);
                end;


            if (Gear^.State and gstDrowning) = 0 then
                if (Gear^.State and gstHHThinking) <> 0 then
                    DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
            end
        end;

    if HH^.Effects[hePoisoned] <> 0 then
        begin
        Tint($00, $FF, $40, $80);
        DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 5) mod 360);
        end;
    if HH^.Effects[heResurrected] <> 0 then
        begin
        Tint($f5, $db, $35, $20);
        DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
        end;

    if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then
        begin
        Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
        DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
        end;

    if HH^.Effects[heFrozen] < 150000 then
        begin
        if HH^.Effects[heFrozen] < 150000 then
            Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800));

        iceOffset:= min(32, HH^.Effects[heFrozen] div 8);
        r.x := 128;
        r.y := 96 - iceOffset;
        r.w := 32;
        r.h := iceOffset;
        DrawTextureFromRectDir(sx - 16 + sign*2, sy + 16 - iceoffset, r.w, r.h, @r, HHTexture, sign);


        if HH^.Effects[heFrozen] < 150000 then
            untint;
        end;


    if cVampiric and
    (CurrentHedgehog^.Gear <> nil) and
    (CurrentHedgehog^.Gear = Gear) then
        begin
        Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
        DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
        end;
        untint
end;


procedure RenderGear(Gear: PGear; x, y: LongInt);
var
    HHGear: PGear;
    vg: PVisualGear;
    i: Longword;
    aAngle: real;
    startX, endX, startY, endY: LongInt;
begin
    if Gear^.State and gstFrozen <> 0 then Tint($A0, $A0, $FF, $FF);
    //if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF);
    if Gear^.Target.X <> NoPointX then
        if Gear^.AmmoType = amBee then
            DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
    else if Gear^.AmmoType = amIceGun then
        //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8)
        //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
        DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
    else
        DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);

    case Gear^.Kind of
          gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle);
      gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle);
       gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle);

       gtMolotov: if (Gear^.State and gstDrowning) = 0 then
                       DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX))
                  else DrawSprite(sprMolotov, x, y, 8);

       gtRCPlane: begin
                  aangle:= Gear^.Angle * 360 / 4096;
                  if Gear^.Tag < 0 then aangle:= 360-aangle;
                  Tint(Gear^.Tint);
                  DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90);
                  untint;
                  DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90)
                  end;
       gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);

       gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
                 or (Gear^.LinkedGear = nil) or (Gear^.LinkedGear^.LinkedGear <> Gear) // not linked&backlinked?
                 or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving?
                      DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
                 else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);

           gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
                        DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
                    else
                        DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));

        gtHedgehog: DrawHH(Gear, x, y);

           gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));

           gtGrave: begin
                    DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
                    if Gear^.Health > 0 then
                        begin
                        //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
                        Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
                        //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
                        DrawSprite(sprVampiric, x - 24, y - 24, 0);
                        untint
                        end
                    end;
             gtBee: DrawSpriteRotatedF(sprBee, x, y, (RealTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
      gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
            gtRope: DrawRope(Gear);

            gtMine: begin
                    if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
                           DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
                    else if Gear^.Health <> 0 then
                       DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
                    else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
                    end;
         gtAirMine: if Gear^.State and gstTmpFlag = 0 then                // mine is inactive
                        begin
                        Tint(150,150,150,255);
                        DrawSprite(sprAirMine, x-16, y-16, 15);
                        untint
                        end
                    else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then  // mine is chasing a hog
                         DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25) mod 16)
                    else if Gear^.State and gstChooseTarget <> 0 then   // mine is seeking for hogs
                         DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 125) mod 16)
                    else
                         DrawSprite(sprAirMine, x-16, y-16, 4);           // mine is active but not seeking

           gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
                           DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
                       else if Gear^.Health <> 0 then
                           DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
                       else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
           gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle);

            gtCase: begin
                    if Gear^.Timer > 1000 then
                        begin
                        if ((Gear^.Pos and posCaseAmmo) <> 0) then
                            begin
                            if Gear^.State and gstFrozen <> 0 then
                                DrawSprite(sprCase, x - 24, y - 28, 0)
                            else
                                begin
                                i:= (RealTicks shr 6) mod 64;
                                if i > 18 then i:= 0;
                                DrawSprite(sprCase, x - 24, y - 24, i)
                                end
                            end
                        else if ((Gear^.Pos and posCaseHealth) <> 0) then
                            begin
                            if Gear^.State and gstFrozen <> 0 then
                                DrawSprite(sprFAid, x - 24, y - 28, 0)
                            else
                                begin
                                i:= ((RealTicks shr 6) + 38) mod 64;
                                if i > 13 then i:= 0;
                                DrawSprite(sprFAid, x - 24, y - 24, i)
                                end
                            end
                        else if ((Gear^.Pos and posCaseUtility) <> 0) then
                            begin
                            if Gear^.State and gstFrozen <> 0 then
                                DrawSprite(sprUtility, x - 24, y - 28, 0)
                            else
                                begin
                                i:= (RealTicks shr 6) mod 70;
                                if i > 23 then i:= 0;
                                i:= i mod 12;
                                DrawSprite(sprUtility, x - 24, y - 24, i)
                                end
                            end
                        end;
                    if Gear^.Timer < 1833 then
                        begin
                        DrawTextureRotatedF(SpritesData[sprPortal].texture, MinD(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0,
                                            x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270);
                        end
                    end;
      gtExplosives: begin
                    if ((Gear^.State and gstDrowning) <> 0) then
                        DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
                    else if Gear^.State and gstAnimation = 0 then
                        begin
                        i:= (RealTicks shr 6 + Gear^.uid*3) mod 64;
                        if i > 18 then
                            i:= 0;
                        DrawSprite(sprExplosives, x - 24, y - 24, i)
                        end
                    else if Gear^.State and gsttmpFlag = 0 then
                        DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
                    else
                        DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle)
                    end;
        gtDynamite: begin
                    DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
                    if (random(3) = 0) and ((Gear^.State and gstDrowning) = 0) then
                        begin
                        vg:= AddVisualGear(hwRound(Gear^.X)+12-(Gear^.Tag shr 1), hwRound(Gear^.Y)-16, vgtStraightShot);
                        if vg <> nil then
                            with vg^ do
                                begin
                                Tint:= $FFCC00FF;
                                Angle:= random(360);
                                dx:= 0.0005 * (random(200));
                                dy:= 0.0005 * (random(200));
                                if random(2) = 0 then
                                    dx := -dx;
                                if random(2) = 0 then
                                    dy := -dy;
                                FrameTicks:= 100+random(300);
                                Scale:= 0.1+1/(random(3)+3);
                                State:= ord(sprStar)
                                end
                        end;

                    end;
     gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
         gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
           gtFlame: if Gear^.Tag and 1 = 0 then
                         DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16)
                    else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16);
       gtParachute: begin
                    DrawSprite(sprParachute, x - 24, y - 48, 0);
                    DrawAltWeapon(Gear, x + 1, y - 3)
                    end;
       gtAirAttack: begin
                    Tint(Gear^.Tint);
                    DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0);
                    untint;
                    DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0);
                    end;
         gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
        gtTeleport: begin
                    HHGear:= Gear^.Hedgehog^.Gear;
                    if HHGear <> nil then
                        begin
                        if ((Gear^.State and gstAnimation) <> 0) then
                            DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
                        DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0)
                        end
                    end;
        gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (RealTicks shr 6) mod 12);
          gtTarget: begin
                    Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
                    DrawSprite(sprTarget, x - 16, y - 16, 0);
                    untint;
                    end;
          gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
          gtCake: if Gear^.Pos = 6 then
                     DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
                  else
                     DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
       gtSeduction: if Gear^.Pos >= 14 then
           DrawSprite(sprSeduction, x - 16, y - 16, 0);

      gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
      gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
     gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
           gtBirdy: begin
                    if Gear^.State and gstAnimation = gstAnimation then
                        begin
                        if Gear^.State and gstTmpFlag = 0 then // Appearing
                            begin
                            endX:= x - WorldDx;
                            endY:= y - WorldDy;
                            if Gear^.Tag < 0 then
                                startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048)
                            else
                                startX:= max(-max(LAND_WIDTH,4096) - 1024, endX - 2048);
                            startY:= endY - 1024;
                            DrawTextureF(SpritesData[sprBirdy].Texture, min(Gear^.Timer/750,1), startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                            end
                        else // Disappearing
                            begin
                            startX:= x - WorldDx;
                            startY:= y - WorldDy;
                            if Gear^.Tag > 0 then
                                endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048)
                            else
                                endX:= max(-max(LAND_WIDTH,4096) - 1024, startX - 2048);
                            endY:= startY + 1024;
                            DrawTextureF(SpritesData[sprBirdy].Texture, min((2000-Gear^.Timer)/750,1), startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                            end;
                        end
                    else
                        begin
                        if Gear^.Health < 250 then
                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75)
                        else
                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
                        end;
                    end;
             gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
           gtPiano: begin
                    if (Gear^.State and gstDrowning) = 0 then
                        begin
                        Tint($FF, $FF, $FF, $10);
                        for i:= 8 downto 1 do
                            DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128);
                        untint
                        end;
                    DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128);
                    end;
     gtPoisonCloud: begin
                    if Gear^.Timer < 1020 then
                        Tint(Gear^.Tint and $FFFFFF00 or Gear^.Timer div 8)
                    else if Gear^.Timer > 3980 then
                        Tint(Gear^.Tint and $FFFFFF00 or (5000 - Gear^.Timer) div 8)
                    else
                        Tint(Gear^.Tint);
                    DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 4 + Gear^.UID * 100) mod 360);
                    untint
                    end;
     gtResurrector: begin
                    DrawSpriteRotated(sprCross, x, y, 0, 0);
                    Tint(Gear^.Tint and $FFFFFF00 or max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
                    DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
                    untint;
                    end;
      gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
           gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0  then
                        begin
                        Tint(Gear^.Tint);
                        // Needs a nicer white texture to tint
                        DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
                        //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
                        //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
                        untint;
                        end
                    else //if not isInLag then
                        begin
                        if isInLag and (Gear^.FlightTime < 256) then
                            inc(Gear^.FlightTime, 8)
                        else if (not isInLag) and (Gear^.FlightTime > 0) then
                            dec(Gear^.FlightTime, 8);
                        if Gear^.FlightTime > 0 then
                            Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime));
                        if vobVelocity = 0 then
                            DrawSprite(sprFlake, x, y, Gear^.Timer)
                        else
                            DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
                        if Gear^.FlightTime > 0 then
                            untint;
                        end;
       //gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
          gtTardis: if Gear^.Pos <> 4 then
                        begin
                        if Gear^.Pos = 2 then
                            Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF)
                        else
                            Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
                        DrawSprite(sprTardis, x-25, y-64,0);
                        if Gear^.Pos = 2 then
                            untint
                        else
                            Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
                        DrawSprite(sprTardis, x-25, y-64,1);
                        if Gear^.Pos <> 2 then
                            untint
(*
                        Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
                        DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
                        untint
*)
                        end;
            gtIceGun: begin
                      HHGear := Gear^.Hedgehog^.Gear;
                      if HHGear <> nil then
                          begin
                          i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y));
                          if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used
                            begin
                            vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
                            if vg <> nil then
                                begin
                                i:= random(100) + 155;
                                vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55);
                                vg^.Angle:= random(360);
                                vg^.dx:= 0.001 * random(80);
                                vg^.dy:= 0.001 * random(80)
                                end
                            end;
                          if RealTicks mod 2 = 0 then
                                begin
                                i:= random(100)+100;
                                if Gear^.Target.X <> NoPointX then
                                    begin
                                    DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40);
                                    end
                                else
                                    begin
                                    DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40);
                                    end;
                                end
                          end
                      end;
            gtDuck: DrawSpriteRotatedF(sprDuck, x, y, 1, Gear^.Tag, 
                    // replace with something based on dx/dy?
                    Gear^.DirAngle + 10-round(20 * abs(1 - (RealTicks mod round(0.1/max(0.00005,cWindSpeedf))) / round(0.05/max(0.00005,cWindSpeedf))) ));
            gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF);  // debug
         end;
    if Gear^.State and gstFrozen <> 0 then untint
end;

procedure RenderGearTimer(Gear: PGear; x, y: LongInt);
begin
if Gear^.RenderTimer and (Gear^.Tex <> nil) then
    DrawTextureCentered(x + 8, y + 8, Gear^.Tex);
end;

end.