diff -r 1d3dc553829c -r 34e810295d08 hedgewars/uGearsUtils.pas --- a/hedgewars/uGearsUtils.pas Mon Jan 14 03:23:21 2019 +0100 +++ b/hedgewars/uGearsUtils.pas Mon Jan 14 03:52:09 2019 +0100 @@ -118,11 +118,6 @@ end; if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); -(*if (Mask and EXPLAllDamageInRadius) = 0 then - dmgRadius:= Radius shl 1 -else - dmgRadius:= Radius; -dmgBase:= dmgRadius + cHHRadius div 2;*) dmgBase:= Radius shl 1 + cHHRadius div 2; // we might have to run twice if weWrap is enabled @@ -136,8 +131,6 @@ while Gear <> nil do begin dmg:= 0; - //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); - //if (dmg > 1) and if (Gear^.State and gstNoDamage) = 0 then begin case Gear^.Kind of @@ -147,7 +140,6 @@ gtMelonPiece, gtGrenade, gtClusterBomb, - // gtCluster, too game breaking I think gtSMine, gtAirMine, gtCase, @@ -326,11 +318,8 @@ tdy:= -cGravityf; if random(2) = 0 then dx := -dx; - //if random(2) = 0 then - // dy := -dy; FrameTicks:= random(500) + 1000; State:= ord(sprBubbles); - //Tint:= $bd2f03ff Tint:= $ff0000ff end end @@ -469,11 +458,6 @@ if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then exit; - //if _0_6 < Gear^.dY then - // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) - //else - // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); - if Gear^.LastDamage <> nil then ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) else @@ -487,7 +471,6 @@ dAngle: real; begin // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64 - //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000); if not Gear^.dX.isNegative then Gear^.DirAngle := Gear^.DirAngle + dAngle @@ -1788,37 +1771,6 @@ end else WorldWrap:= true; -{ else if WorldEdge = weSea then - begin - if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then - Gear^.State:= Gear^.State and (not gstSubmersible) - else - begin - Gear^.State:= Gear^.State or gstSubmersible; - Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; - Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2); - tdx:= Gear^.dX; - Gear^.dX:= -Gear^.dY; - Gear^.dY:= tdx; - Gear^.dY.isNegative:= true - end - end; - ---- - -* Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neat -This one would be really easy to freeze game unless it was flagged unfortunately. - - else - begin - Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; - Gear^.Y:= -_2048-_256-_256; - tdx:= Gear^.dX; - Gear^.dX:= Gear^.dY; - Gear^.dY:= tdx; - Gear^.dY.isNegative:= false - end -} end; end;