diff -r 7de85783b823 -r 4a4f21070479 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sun Nov 11 16:53:16 2012 +0100 +++ b/hedgewars/GSHandlers.inc Sun Nov 11 17:15:19 2012 +0100 @@ -173,7 +173,7 @@ land: word; begin // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems. -{$IFNDEF WEB} +{$IFNDEF WEBGL} if Gear^.dX.Round > 2 then Gear^.dX.QWordValue:= 8589934592; if Gear^.dY.Round > 2 then @@ -999,7 +999,8 @@ procedure doStepBulletWork(Gear: PGear); var - i, x, y: LongWord; + i: LongInt; + x, y: LongWord; oX, oY: hwFloat; VGear: PVisualGear; begin @@ -2741,6 +2742,7 @@ procedure doStepSeductionWork(Gear: PGear); var i: LongInt; hogs: PGearArrayS; + len: Integer; begin AllInactive := false; hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius); @@ -3513,7 +3515,9 @@ i: LongInt; begin AllInactive := false; + {$IFNDEF PAS2C} Gear^.dX := Gear^.dX; + {$ENDIF} doStepFallingGear(Gear); // CheckGearDrowning(Gear); // already checked for in doStepFallingGear CalcRotationDirAngle(Gear); @@ -4614,6 +4618,7 @@ resgear: PGear; hh: PHedgehog; i: LongInt; + len: Integer; begin if (TurnTimeLeft > 0) then dec(TurnTimeLeft); @@ -4705,6 +4710,7 @@ var graves: PGearArrayS; i: LongInt; + len: Integer; begin AllInactive := false; graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius); @@ -5028,12 +5034,14 @@ 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: PGear; ndX, ndY: hwFloat; i, t, gX, gY: LongInt; hogs: PGearArrayS; + len: Integer; begin HHGear := Gear^.Hedgehog^.Gear; if (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then