Merge
authorunc0rr
Thu, 27 Jun 2013 15:51:20 +0400
changeset 9289 6bc1df062f04
parent 9261 6e4feb4191a0 (current diff)
parent 9287 bb9ad6a5f625 (diff)
child 9291 15f7bb217b66
Merge
hedgewars/ArgParsers.inc
hedgewars/GSHandlers.inc
hedgewars/VGSHandlers.inc
hedgewars/uGearsHandlersMess.pas
--- a/CMakeLists.txt	Wed Jun 26 21:40:10 2013 -0400
+++ b/CMakeLists.txt	Thu Jun 27 15:51:20 2013 +0400
@@ -30,11 +30,8 @@
 option(BUILD_ENGINE_LIBRARY "Enable hwengine library (off)" OFF)
 option(ANDROID "Enable Android build (off)" OFF)
 
-if(UNIX AND NOT APPLE)
-    option(MINIMAL_FLAGS "Respect system flags as much as possible (off)" OFF)
-else()
-    option(NOAUTOUPDATE "Disable OS X Sparkle update checking" OFF)
-endif()
+option(MINIMAL_FLAGS "Respect system flags as much as possible (off)" OFF)
+option(NOAUTOUPDATE "Disable OS X Sparkle update checking (off)" OFF)
 
 set(FPFLAGS "" CACHE STRING "Additional Freepascal flags")
 set(GHFLAGS "" CACHE STRING "Additional Haskell flags")
@@ -75,43 +72,39 @@
 #perform safe check that enable/disable compilation features
 include(${CMAKE_MODULE_PATH}/compilerchecks.cmake)
 
-#set default flags values for all projects (unless MINIMAL_FLAGS is true)
-if(NOT ${MINIMAL_FLAGS})
-    set(CMAKE_C_FLAGS "-pipe ${CMAKE_C_FLAGS}")
-    set(CMAKE_C_FLAGS_RELEASE "-w -Os -fomit-frame-pointer ${CMAKE_C_FLAGS_RELEASE}")
-    set(CMAKE_C_FLAGS_DEBUG "-Wall -O0 -g ${CMAKE_C_FLAGS_DEBUG}")
-    set(CMAKE_CXX_FLAGS "-pipe ${CMAKE_CXX_FLAGS}")
-    set(CMAKE_CXX_FLAGS_RELEASE "-w -Os -fomit-frame-pointer ${CMAKE_CXX_FLAGS_RELEASE}")
-    set(CMAKE_CXX_FLAGS_DEBUG "-Wall -O0 -g ${CMAKE_CXX_FLAGS_DEBUG}")
-else()
-    #CMake adds a lot of additional configuration flags, so let's clear them up
-    set(CMAKE_C_FLAGS_RELEASE "")
-    set(CMAKE_C_FLAGS_DEBUG "-Wall")
-    set(CMAKE_CXX_FLAGS_RELEASE "")
-    set(CMAKE_CXX_FLAGS_DEBUG "-Wall")
+#set default compiler flags
+add_flag_append(CMAKE_C_FLAGS "-Wall -pipe")
+add_flag_append(CMAKE_C_FLAGS_RELEASE "-Os")
+add_flag_append(CMAKE_C_FLAGS_DEBUG "-Wextra -O0")
+add_flag_append(CMAKE_CXX_FLAGS "-Wall -pipe")
+add_flag_append(CMAKE_CXX_FLAGS_RELEASE "-Os")
+add_flag_append(CMAKE_CXX_FLAGS_DEBUG "-Wextra -O0")
+add_flag_append(CMAKE_Pascal_FLAGS "-Cs2000000")
+add_flag_append(CMAKE_Pascal_FLAGS_DEBUG "-O- -gv")
+add_flag_append(CMAKE_Pascal_FLAGS_RELEASE "-Os -Xs")
+
+#CMake adds a lot of additional configuration flags, so let's clear them up
+if(${MINIMAL_FLAGS})
+    unset(CMAKE_C_FLAGS_RELEASE)
+    unset(CMAKE_C_FLAGS_DEBUG)
+    unset(CMAKE_CXX_FLAGS_RELEASE)
+    unset(CMAKE_CXX_FLAGS_DEBUG)
 endif()
 
+
 #parse additional parameters
 if(FPFLAGS)
     add_flag_prepend(CMAKE_Pascal_FLAGS ${FPFLAGS})
 endif()
 if(GHFLAGS)
-    if(${allow_parse_args})
+    if(${CMAKE_VERSION} VERSION_GREATER 2.6)
         separate_arguments(ghflags_parsed UNIX_COMMAND ${GHFLAGS})
     else()
         message(${WARNING} "FPFLAGS and GHFLAGS are available only when using CMake >= 2.8")
     endif()
 endif()
 
-
-list(APPEND haskell_flags ${ghflags_parsed} # user flags
-                 "-O2"                      # optimise for faster code
-                 )
-
-#-vm4079,4080,4081
-add_flag_append(CMAKE_Pascal_FLAGS "-Cs2000000")
-add_flag_append(CMAKE_Pascal_FLAGS_DEBUG "-O- -gv")
-add_flag_append(CMAKE_Pascal_FLAGS_RELEASE "-Os -Xs")
+list(APPEND haskell_flags ${ghflags_parsed} "-O2")
 
 #get BUILD_TYPE and enable/disable optimisation
 message(STATUS "Using ${CMAKE_BUILD_TYPE} configuration")
--- a/cmake_modules/platform.cmake	Wed Jun 26 21:40:10 2013 -0400
+++ b/cmake_modules/platform.cmake	Thu Jun 27 15:51:20 2013 +0400
@@ -2,10 +2,10 @@
 if(APPLE)
     set(CMAKE_FIND_FRAMEWORK "FIRST")
 
-#what system are we building for
+    #what system are we building for
     set(minimum_macosx_version $ENV{MACOSX_DEPLOYMENT_TARGET})
 
-#detect on which system we are: if sw_vers cannot be found for any reason (re)use minimum_macosx_version
+    #detect on which system we are: if sw_vers cannot be found for any reason (re)use minimum_macosx_version
     find_program(sw_vers sw_vers)
     if(sw_vers)
         execute_process(COMMAND ${sw_vers} "-productVersion"
@@ -21,41 +21,62 @@
         endif()
     endif()
 
-#if nothing is set, we deploy only for the current system
+    #if nothing is set, we deploy only for the current system
     if(NOT minimum_macosx_version)
         set(minimum_macosx_version ${current_macosx_version})
     endif()
 
-#lower systems don't have enough processing power anyway
+    #lower systems don't have enough processing power anyway
     if (minimum_macosx_version VERSION_LESS "10.4")
         message(FATAL_ERROR "Hedgewars is not supported on Mac OS X pre-10.4")
     endif()
 
-#workaround for http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html#SDL_mixer (Update 2)
+    #workaround for http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html#SDL_mixer (Update 2)
     if(current_macosx_version VERSION_EQUAL "10.4")
         find_package(SDL_mixer REQUIRED)
         set(DYLIB_SMPEG "-dylib_file @loader_path/Frameworks/smpeg.framework/Versions/A/smpeg:${SDLMIXER_LIBRARY}/Versions/A/Frameworks/smpeg.framework/Versions/A/smpeg")
         set(DYLIB_MIKMOD "-dylib_file @loader_path/Frameworks/mikmod.framework/Versions/A/mikmod:${SDLMIXER_LIBRARY}/Versions/A/Frameworks/mikmod.framework/Versions/A/mikmod")
-        set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${DYLIB_SMPEG} ${DYLIB_MIKMOD}")
-        set(CMAKE_CX_FLAGS "${CMAKE_CX_FLAGS} ${DYLIB_SMPEG} ${DYLIB_MIKMOD}")
-        list(APPEND pascal_flags "-k${DYLIB_SMPEG}" "-k${DYLIB_MIKMOD}")
+        add_flag_append(CMAKE_C_FLAGS "${DYLIB_SMPEG} ${DYLIB_MIKMOD}")
+        add_flag_append(CMAKE_CXX_FLAGS "${DYLIB_SMPEG} ${DYLIB_MIKMOD}")
+        add_flag_append(CMAKE_Pascal_FLAGS "-k${DYLIB_SMPEG} -k${DYLIB_MIKMOD}")
     endif()
 
-#CMAKE_OSX_ARCHITECTURES and CMAKE_OSX_SYSROOT need to be set for universal binary and correct linking
     if(NOT CMAKE_OSX_ARCHITECTURES)
         if(current_macosx_version VERSION_LESS "10.6")
+            #SDL is only 32 bit on lower OS
             if(${CMAKE_SYSTEM_PROCESSOR} MATCHES "powerpc*")
                 set(CMAKE_OSX_ARCHITECTURES "ppc7400")
             else()
                 set(CMAKE_OSX_ARCHITECTURES "i386")
             endif()
-        else()
-            set(CMAKE_OSX_ARCHITECTURES "x86_64")
         endif()
     endif()
 
-#CMAKE_OSX_SYSROOT is set at the system version we are supposed to build on
-#we need to provide the correct one when host and target differ
+    #parse this system variable and adjust only the powerpc syntax to be compatible with -P
+    if(CMAKE_OSX_ARCHITECTURES)
+        string(REGEX MATCH "[pP][pP][cC]+" powerpc_build "${CMAKE_OSX_ARCHITECTURES}")
+        string(REGEX MATCH "[iI]386+" i386_build "${CMAKE_OSX_ARCHITECTURES}")
+        string(REGEX MATCH "[xX]86_64+" x86_64_build "${CMAKE_OSX_ARCHITECTURES}")
+        if(x86_64_build)
+            add_flag_prepend(CMAKE_Pascal_FLAGS -Px86_64)
+        elseif(i386_build)
+            add_flag_prepend(CMAKE_Pascal_FLAGS -Pi386)
+        elseif(powerpc_build)
+            add_flag_prepend(CMAKE_Pascal_FLAGS -Ppowerpc)
+        else()
+            message(FATAL_ERROR "Unknown architecture present in CMAKE_OSX_ARCHITECTURES (${CMAKE_OSX_ARCHITECTURES})")
+        endif()
+        list(LENGTH CMAKE_OSX_ARCHITECTURES num_of_archs)
+        if(num_of_archs GREATER 1)
+            message(${WARNING} "Only one architecture in CMAKE_OSX_ARCHITECTURES is currently supported, picking the first one")
+        endif()
+    elseif(CMAKE_SIZEOF_VOID_P MATCHES "8")
+        #if that variable is not set check if we are on x86_64 and if so force it, else use default
+        add_flag_prepend(CMAKE_Pascal_FLAGS -Px86_64)
+    endif()
+
+    #CMAKE_OSX_SYSROOT is set at the system version we are supposed to build on
+    #we need to provide the correct one when host and target differ
     if(NOT ${minimum_macosx_version} VERSION_EQUAL ${current_macosx_version})
         if(minimum_macosx_version VERSION_EQUAL "10.4")
             set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX10.4u.sdk/")
@@ -65,19 +86,18 @@
             string(REGEX REPLACE "([0-9]+.[0-9]+).[0-9]+" "\\1" sdk_version ${minimum_macosx_version})
             set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX${sdk_version}.sdk/")
         endif()
+        add_flag_append(CMAKE_Pascal_FLAGS "-XR${CMAKE_OSX_SYSROOT}")
+        add_flag_append(CMAKE_Pascal_FLAGS "-k-macosx_version_min -k${minimum_macosx_version}")
     endif()
 
-#add user framework directory, other paths can be passed via FPFLAGS
-    list(APPEND pascal_flags "-Ff~/Library/Frameworks")
-#set deployment target
-    list(APPEND pascal_flags "-k-macosx_version_min" "-k${minimum_macosx_version}" "-XR${CMAKE_OSX_SYSROOT}")
-
+    #add user framework directory, other paths can be passed via FPFLAGS
+    add_flag_append(CMAKE_Pascal_FLAGS "-Ff~/Library/Frameworks")
 endif(APPLE)
 
 if(MINGW)
     #this flags prevents a few dll hell problems
-    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -static-libgcc ")
-    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libgcc ")
+    add_flag_append(CMAKE_C_FLAGS "-static-libgcc")
+    add_flag_append(CMAKE_CXX_FLAGS "-static-libgcc")
 endif(MINGW)
 
 if(WIN32)
--- a/cmake_modules/utils.cmake	Wed Jun 26 21:40:10 2013 -0400
+++ b/cmake_modules/utils.cmake	Thu Jun 27 15:51:20 2013 +0400
@@ -12,7 +12,7 @@
     find_package(${_PKG_NAME})
     string(TOUPPER ${_PKG_NAME} _PKG_NAME_UP)
     if(NOT ${_PKG_NAME_UP}_FOUND)
-        message(SEND_ERROR "Missing ${_PKG_NAME}! Rerun cmake with -D${_VAR_NAME}=1 to build without it.")
+        message(SEND_ERROR "Missing ${_PKG_NAME}! Rerun cmake with -D${_VAR_NAME}=1 to skip this error.")
     endif(NOT ${_PKG_NAME_UP}_FOUND)
 endmacro(find_package_or_disable _PKG_NAME _VAR_NAME)
 
--- a/hedgewars/ArgParsers.inc	Wed Jun 26 21:40:10 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,356 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-procedure GciEasterEgg;
-begin
-    WriteLn(stdout, '                                                                ');
-    WriteLn(stdout, '      /\\\\\\\\\\\\        /\\\\\\\\\  /\\\\\\\\\\\             ');
-    WriteLn(stdout, '     /\\\//////////      /\\\////////  \/////\\\///             ');
-    WriteLn(stdout, '     /\\\               /\\\/               \/\\\               ');
-    WriteLn(stdout, '     \/\\\    /\\\\\\\  /\\\                 \/\\\              ');
-    WriteLn(stdout, '      \/\\\   \/////\\\ \/\\\                 \/\\\             ');
-    WriteLn(stdout, '       \/\\\       \/\\\ \//\\\                \/\\\            ');
-    WriteLn(stdout, '        \/\\\       \/\\\  \///\\\              \/\\\           ');
-    WriteLn(stdout, '         \/\\\\\\\\\\\\\/     \////\\\\\\\\\  /\\\\\\\\\\\      ');
-    WriteLn(stdout, '          \/////////////          \/////////  \///////////      ');
-    WriteLn(stdout, '                                                                ');
-    WriteLn(stdout, ' Command Line Parser Implementation by a Google Code-In Student ');
-    WriteLn(stdout, '             ASCII Art easter egg idea by @sheepluva            ');
-    WriteLn(stdout, '                                                                ');
-end;
-
-procedure DisplayUsage;
-begin
-    WriteLn(stdout, 'Usage: hwengine <path to replay file> [options]');
-    WriteLn(stdout, '');
-    WriteLn(stdout, 'where [options] can be any of the following:');
-    WriteLn(stdout, ' --prefix [path to folder]');
-    WriteLn(stdout, ' --user-prefix [path to folder]');
-    WriteLn(stdout, ' --locale [name of language file]');
-    WriteLn(stdout, ' --nick [string]');
-    WriteLn(stdout, ' --fullscreen-width [fullscreen width in pixels]');
-    WriteLn(stdout, ' --fullscreen-height [fullscreen height in pixels]');
-    WriteLn(stdout, ' --width [window width in pixels]');
-    WriteLn(stdout, ' --height [window height in pixels]');
-    WriteLn(stdout, ' --volume [sound level]');
-    WriteLn(stdout, ' --frame-interval [milliseconds]');
-    Writeln(stdout, ' --stereo [value]');
-    WriteLn(stdout, ' --raw-quality [flags]');
-    WriteLn(stdout, ' --low-quality');
-    WriteLn(stdout, ' --nomusic');
-    WriteLn(stdout, ' --nosound');
-    WriteLn(stdout, ' --fullscreen');
-    WriteLn(stdout, ' --showfps');
-    WriteLn(stdout, ' --altdmg');
-    WriteLn(stdout, ' --no-teamtag');
-    WriteLn(stdout, ' --no-hogtag');
-    WriteLn(stdout, ' --no-healthtag');
-    WriteLn(stdout, ' --translucent-tags');
-    WriteLn(stdout, ' --stats-only');
-    WriteLn(stdout, ' --help');
-    WriteLn(stdout, '');
-    WriteLn(stdout, 'For more detailed help and examples go to:');
-    WriteLn(stdout, 'http://code.google.com/p/hedgewars/wiki/CommandLineOptions');
-    GameType:= gmtSyntax;
-end;
-
-procedure setDepth(var paramIndex: LongInt);
-begin
-    WriteLn(stdout, 'WARNING: --depth is a deprecated command, which could be removed in a future version!');
-    WriteLn(stdout, '         This option no longer does anything, please consider removing it');
-    WriteLn(stdout, '');
-   inc(ParamIndex);
-end;
-
-procedure statsOnlyGame;
-begin
-    cOnlyStats:= true;
-    cReducedQuality:= $FFFFFFFF xor rqLowRes;
-    SetSound(false);
-    SetMusic(false);
-    SetVolume(0);
-end;
-
-procedure setIpcPort(port: LongInt; var wrongParameter:Boolean);
-begin
-    if isInternal then
-        ipcPort := port
-    else
-        begin
-        WriteLn(stderr, 'ERROR: use of --port is not allowed');
-        wrongParameter := true;
-        end
-end;
-
-function parseNick(nick: String): String;
-begin
-    if isInternal then
-        parseNick:= DecodeBase64(nick)
-    else
-        parseNick:= nick;
-end;
-
-procedure setStereoMode(tmp: LongInt);
-begin
-    GrayScale:= false;
-{$IFDEF USE_S3D_RENDERING}
-    if (tmp > 6) and (tmp < 13) then
-        begin
-        // set the gray anaglyph rendering
-        GrayScale:= true;
-        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp-6)))
-        end
-    else if tmp <= 6 then
-        // set the fullcolor anaglyph
-        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp)))
-    else
-        // any other mode
-        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp-6)));
-{$ELSE}
-    tmp:= tmp;
-    cStereoMode:= smNone;
-{$ENDIF}
-end;
-
-procedure startVideoRecording(var paramIndex: LongInt);
-begin
-    // Silence the hint that appears when USE_VIDEO_RECORDING is not defined
-    paramIndex:= paramIndex;
-{$IFDEF USE_VIDEO_RECORDING}
-    GameType:= gmtRecord;
-    inc(paramIndex);
-    cVideoFramerateNum:= StrToInt(ParamStr(paramIndex)); inc(paramIndex);
-    cVideoFramerateDen:= StrToInt(ParamStr(paramIndex)); inc(paramIndex);
-    RecPrefix:= ParamStr(paramIndex);                    inc(paramIndex);
-    cAVFormat:= ParamStr(paramIndex);                    inc(paramIndex);
-    cVideoCodec:= ParamStr(paramIndex);                  inc(paramIndex);
-    cVideoQuality:= StrToInt(ParamStr(paramIndex));      inc(paramIndex);
-    cAudioCodec:= ParamStr(paramIndex);                  inc(paramIndex);
-{$ENDIF}
-end;
-
-function getLongIntParameter(str:String; var paramIndex:LongInt; var wrongParameter:Boolean): LongInt;
-var tmpInt, c: LongInt;
-begin
-    inc(paramIndex);
-    val(str, tmpInt, c);
-    wrongParameter:= c <> 0;
-    if wrongParameter then
-        WriteLn(stderr, 'ERROR: '+ParamStr(paramIndex-1)+' expects a number, you passed "'+str+'"');
-    getLongIntParameter:= tmpInt;
-end;
-
-function getStringParameter(str:String; var paramIndex:LongInt; var wrongParameter:Boolean): String;
-begin
-    inc(paramIndex);
-    wrongParameter:= (str='') or (Copy(str,1,2) = '--');
-    if wrongParameter then
-         WriteLn(stderr, 'ERROR: '+ParamStr(paramIndex-1)+' expects a string, you passed "'+str+'"');
-    getStringParameter:= str;
-end;
-
-
-procedure parseClassicParameter(cmdArray: Array of String; size:LongInt; var paramIndex:LongInt); Forward;
-
-function parseParameter(cmd:String; arg:String; var paramIndex:LongInt): Boolean;
-const videoArray: Array [1..5] of String = ('--fullscreen-width','--fullscreen-height', '--width', '--height', '--depth');
-      audioArray: Array [1..3] of String = ('--volume','--nomusic','--nosound');
-      otherArray: Array [1..3] of String = ('--locale','--fullscreen','--showfps');
-      mediaArray: Array [1..10] of String = ('--fullscreen-width', '--fullscreen-height', '--width', '--height', '--depth', '--volume','--nomusic','--nosound','--locale','--fullscreen');
-      allArray: Array [1..18] of String = ('--fullscreen-width','--fullscreen-height', '--width', '--height', '--depth','--volume','--nomusic','--nosound','--locale','--fullscreen','--showfps','--altdmg','--frame-interval','--low-quality','--no-teamtag','--no-hogtag','--no-healthtag','--translucent-tags');
-      reallyAll: array[0..34] of shortstring = (
-                '--prefix', '--user-prefix', '--locale', '--fullscreen-width', '--fullscreen-height', '--width',
-                '--height', '--frame-interval', '--volume','--nomusic', '--nosound',
-                '--fullscreen', '--showfps', '--altdmg', '--low-quality', '--raw-quality', '--stereo', '--nick',
-  {deprecated}  '--depth', '--set-video', '--set-audio', '--set-other', '--set-multimedia', '--set-everything',
-  {internal}    '--internal', '--port', '--recorder', '--landpreview',
-  {misc}        '--stats-only', '--gci', '--help','--no-teamtag','--no-hogtag','--no-healthtag','--translucent-tags');
-var cmdIndex: byte;
-begin
-    parseParameter:= false;
-    cmdIndex:= 0;
-
-    //NOTE: Any update to the list of parameters must be reflected in the case statement below, the reallyAll array above,
-    //      the the DisplayUsage() procedure, the HWForm::getDemoArguments() function, and the online wiki
-
-    while (cmdIndex <= High(reallyAll)) and (cmd <> reallyAll[cmdIndex]) do inc(cmdIndex);
-    case cmdIndex of
-        {--prefix}               0 : PathPrefix        := getStringParameter (arg, paramIndex, parseParameter);
-        {--user-prefix}          1 : UserPathPrefix    := getStringParameter (arg, paramIndex, parseParameter);
-        {--locale}               2 : cLocaleFName      := getStringParameter (arg, paramIndex, parseParameter);
-        {--fullscreen-width}     3 : cFullscreenWidth  := max(getLongIntParameter(arg, paramIndex, parseParameter), cMinScreenWidth);
-        {--fullscreen-height}    4 : cFullscreenHeight := max(getLongIntParameter(arg, paramIndex, parseParameter), cMinScreenHeight);
-        {--width}                5 : cWindowedWidth    := max(2 * (getLongIntParameter(arg, paramIndex, parseParameter) div 2), cMinScreenWidth);
-        {--height}               6 : cWindowedHeight   := max(2 * (getLongIntParameter(arg, paramIndex, parseParameter) div 2), cMinScreenHeight);
-        {--frame-interval}       7 : cTimerInterval    := getLongIntParameter(arg, paramIndex, parseParameter);
-        {--volume}               8 : SetVolume          ( max(getLongIntParameter(arg, paramIndex, parseParameter), 0) );
-        {--nomusic}              9 : SetMusic           ( false );
-        {--nosound}             10 : SetSound           ( false );
-        {--fullscreen}          11 : cFullScreen       := true;
-        {--showfps}             12 : cShowFPS          := true;
-        {--altdmg}              13 : cAltDamage        := true;
-        {--low-quality}         14 : cReducedQuality   := $FFFFFFFF xor rqLowRes;
-        {--raw-quality}         15 : cReducedQuality   := getLongIntParameter(arg, paramIndex, parseParameter);
-        {--stereo}              16 : setStereoMode      ( getLongIntParameter(arg, paramIndex, parseParameter) );
-        {--nick}                17 : UserNick          := parseNick( getStringParameter(arg, paramIndex, parseParameter) );
-        {deprecated options}
-        {--depth}               18 : setDepth(paramIndex);
-        {--set-video}           19 : parseClassicParameter(videoArray,5,paramIndex);
-        {--set-audio}           20 : parseClassicParameter(audioArray,3,paramIndex);
-        {--set-other}           21 : parseClassicParameter(otherArray,3,paramIndex);
-        {--set-multimedia}      22 : parseClassicParameter(mediaArray,10,paramIndex);
-        {--set-everything}      23 : parseClassicParameter(allArray,14,paramIndex);
-        {"internal" options}
-        {--internal}            24 : {$IFDEF HWLIBRARY}isInternal:= true{$ENDIF};
-        {--port}                25 : setIpcPort( getLongIntParameter(arg, paramIndex, parseParameter), parseParameter );
-        {--recorder}            26 : startVideoRecording(paramIndex);
-        {--landpreview}         27 : GameType := gmtLandPreview;
-        {anything else}
-        {--stats-only}          28 : statsOnlyGame();
-        {--gci}                 29 : GciEasterEgg();
-        {--help}                30 : DisplayUsage();
-        {--no-teamtag}          31 : cTagsMask := cTagsMask and not htTeamName;
-        {--no-hogtag}           32 : cTagsMask := cTagsMask and not htName;
-        {--no-healthtag}        33 : cTagsMask := cTagsMask and not htHealth;
-        {--translucent-tags}    34 : cTagsMask := cTagsMask or htTransparent 
-    else
-        begin
-        //Asusme the first "non parameter" is the replay file, anything else is invalid
-        if (recordFileName = '') and (Copy(cmd,1,2) <> '--') then
-            recordFileName := cmd
-        else
-            begin
-            WriteLn(stderr, '"'+cmd+'" is not a valid option');
-            parseParameter:= true;
-            end;
-        end;
-    end;
-end;
-
-procedure parseClassicParameter(cmdArray: Array of String; size:LongInt; var paramIndex:LongInt);
-var index, tmpInt: LongInt;
-    isBool, isValid: Boolean;
-    cmd, arg, newSyntax: String;
-begin
-    WriteLn(stdout, 'WARNING: you are using a deprecated command, which could be removed in a future version!');
-    WriteLn(stdout, '         Consider updating to the latest syntax, which is much more flexible!');
-    WriteLn(stdout, '         Run `hwegine --help` to learn it!');
-    WriteLn(stdout, '');
-
-    index:= 0;
-    tmpInt:= 1;
-    while (index < size) do
-        begin
-        newSyntax:= '';
-        inc(paramIndex);
-        cmd:= cmdArray[index];
-        arg:= ParamStr(paramIndex);
-        isValid:= (cmd<>'--depth');
-
-        // check if the parameter is a boolean one
-        isBool:= (cmd = '--nomusic') or (cmd = '--nosound') or (cmd = '--fullscreen') or (cmd = '--showfps') or (cmd = '--altdmg') or (cmd = '--no-teamtag') or (cmd = '--no-hogtag') or (cmd = '--no-healthtag') or (cmd = '--translucent-tags');
-        if isBool and (arg='0') then
-            isValid:= false;
-        if (cmd='--nomusic') or (cmd='--nosound') then
-            isValid:= not isValid;
-
-        if isValid then
-            begin
-            parseParameter(cmd, arg, tmpInt);
-            newSyntax := newSyntax + cmd + ' ';
-            if not isBool then
-                newSyntax := newSyntax + arg + ' ';
-            end;
-        inc(index);
-        end;
-
-    WriteLn(stdout, 'Attempted to automatically convert to the new syntax:');
-    WriteLn(stdout, newSyntax);
-    WriteLn(stdout, '');
-end;
-
-procedure parseCommandLine{$IFDEF HWLIBRARY}(argc: LongInt; argv: PPChar){$ENDIF};
-var paramIndex: LongInt;
-    paramTotal: LongInt;
-    index, nextIndex: LongInt;
-    wrongParameter: boolean;
-//var tmpInt: LongInt;
-begin
-    paramIndex:= {$IFDEF HWLIBRARY}0{$ELSE}1{$ENDIF};
-    paramTotal:= {$IFDEF HWLIBRARY}argc-1{$ELSE}ParamCount{$ENDIF}; //-1 because pascal enumeration is inclusive
-    (*
-    WriteLn(stdout, 'total parameters: ' + inttostr(paramTotal));
-    tmpInt:= 0;
-    while (tmpInt <= paramTotal) do
-        begin
-        WriteLn(stdout, inttostr(tmpInt) + ': ' + {$IFDEF HWLIBRARY}argv[tmpInt]{$ELSE}paramCount(tmpInt){$ENDIF});
-        inc(tmpInt);
-        end;
-    *)
-    wrongParameter:= false;
-    while (paramIndex <= paramTotal) do
-        begin
-        // avoid going past the number of paramTotal (esp. w/ library)
-        index:= paramIndex;
-        if index = paramTotal then nextIndex:= index
-        else nextIndex:= index+1;
-        {$IFDEF HWLIBRARY}
-        wrongParameter:= parseParameter( argv[index], argv[nextIndex], paramIndex);
-        {$ELSE}
-        wrongParameter:= parseParameter( ParamStr(index), ParamStr(nextIndex), paramIndex);
-        {$ENDIF}
-        inc(paramIndex);
-        end;
-    if wrongParameter = true then
-        GameType:= gmtSyntax;
-end;
-
-{$IFNDEF HWLIBRARY}
-procedure GetParams;
-begin
-    isInternal:= (ParamStr(1) = '--internal');
-
-    UserPathPrefix := '.';
-    PathPrefix     := cDefaultPathPrefix;
-    recordFileName := '';
-    parseCommandLine();
-
-    if (isInternal) and (ParamCount<=1) then
-        begin
-        WriteLn(stderr, '--internal should not be manually used');
-        GameType := gmtSyntax;
-        end;
-
-    if (not isInternal) and (recordFileName = '') then
-        begin
-        WriteLn(stderr, 'You must specify a replay file');
-        GameType := gmtSyntax;
-        end
-    else if (recordFileName <> '') then
-        WriteLn(stdout, 'Attempting to play demo file "' + recordFilename + '"');
-
-    if (GameType = gmtSyntax) then
-        WriteLn(stderr, 'Please use --help to see possible arguments and their usage');
-
-    (*
-    WriteLn(stdout,'PathPrefix:     ' + PathPrefix);
-    WriteLn(stdout,'UserPathPrefix: ' + UserPathPrefix);
-    *)
-end;
-{$ENDIF}
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/ArgParsers.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -0,0 +1,369 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+ 
+{$INCLUDE "options.inc"}
+
+unit ArgParsers;
+interface
+
+procedure GetParams;
+
+implementation
+uses uConsole, uVariables, uTypes, uUtils, uSound, uConsts;
+var isInternal: Boolean;
+
+procedure GciEasterEgg;
+begin
+    WriteLn(stdout, '                                                                ');
+    WriteLn(stdout, '      /\\\\\\\\\\\\        /\\\\\\\\\  /\\\\\\\\\\\             ');
+    WriteLn(stdout, '     /\\\//////////      /\\\////////  \/////\\\///             ');
+    WriteLn(stdout, '     /\\\               /\\\/               \/\\\               ');
+    WriteLn(stdout, '     \/\\\    /\\\\\\\  /\\\                 \/\\\              ');
+    WriteLn(stdout, '      \/\\\   \/////\\\ \/\\\                 \/\\\             ');
+    WriteLn(stdout, '       \/\\\       \/\\\ \//\\\                \/\\\            ');
+    WriteLn(stdout, '        \/\\\       \/\\\  \///\\\              \/\\\           ');
+    WriteLn(stdout, '         \/\\\\\\\\\\\\\/     \////\\\\\\\\\  /\\\\\\\\\\\      ');
+    WriteLn(stdout, '          \/////////////          \/////////  \///////////      ');
+    WriteLn(stdout, '                                                                ');
+    WriteLn(stdout, ' Command Line Parser Implementation by a Google Code-In Student ');
+    WriteLn(stdout, '             ASCII Art easter egg idea by @sheepluva            ');
+    WriteLn(stdout, '                                                                ');
+end;
+
+procedure DisplayUsage;
+begin
+    WriteLn(stdout, 'Usage: hwengine <path to replay file> [options]');
+    WriteLn(stdout, '');
+    WriteLn(stdout, 'where [options] can be any of the following:');
+    WriteLn(stdout, ' --prefix [path to folder]');
+    WriteLn(stdout, ' --user-prefix [path to folder]');
+    WriteLn(stdout, ' --locale [name of language file]');
+    WriteLn(stdout, ' --nick [string]');
+    WriteLn(stdout, ' --fullscreen-width [fullscreen width in pixels]');
+    WriteLn(stdout, ' --fullscreen-height [fullscreen height in pixels]');
+    WriteLn(stdout, ' --width [window width in pixels]');
+    WriteLn(stdout, ' --height [window height in pixels]');
+    WriteLn(stdout, ' --volume [sound level]');
+    WriteLn(stdout, ' --frame-interval [milliseconds]');
+    Writeln(stdout, ' --stereo [value]');
+    WriteLn(stdout, ' --raw-quality [flags]');
+    WriteLn(stdout, ' --low-quality');
+    WriteLn(stdout, ' --nomusic');
+    WriteLn(stdout, ' --nosound');
+    WriteLn(stdout, ' --fullscreen');
+    WriteLn(stdout, ' --showfps');
+    WriteLn(stdout, ' --altdmg');
+    WriteLn(stdout, ' --no-teamtag');
+    WriteLn(stdout, ' --no-hogtag');
+    WriteLn(stdout, ' --no-healthtag');
+    WriteLn(stdout, ' --translucent-tags');
+    WriteLn(stdout, ' --stats-only');
+    WriteLn(stdout, ' --help');
+    WriteLn(stdout, '');
+    WriteLn(stdout, 'For more detailed help and examples go to:');
+    WriteLn(stdout, 'http://code.google.com/p/hedgewars/wiki/CommandLineOptions');
+    GameType:= gmtSyntax;
+end;
+
+procedure setDepth(var paramIndex: LongInt);
+begin
+    WriteLn(stdout, 'WARNING: --depth is a deprecated command, which could be removed in a future version!');
+    WriteLn(stdout, '         This option no longer does anything, please consider removing it');
+    WriteLn(stdout, '');
+   inc(ParamIndex);
+end;
+
+procedure statsOnlyGame;
+begin
+    cOnlyStats:= true;
+    cReducedQuality:= $FFFFFFFF xor rqLowRes;
+    SetSound(false);
+    SetMusic(false);
+    SetVolume(0);
+end;
+
+procedure setIpcPort(port: LongInt; var wrongParameter:Boolean);
+begin
+    if isInternal then
+        ipcPort := port
+    else
+        begin
+        WriteLn(stderr, 'ERROR: use of --port is not allowed');
+        wrongParameter := true;
+        end
+end;
+
+function parseNick(nick: String): String;
+begin
+    if isInternal then
+        parseNick:= DecodeBase64(nick)
+    else
+        parseNick:= nick;
+end;
+
+procedure setStereoMode(tmp: LongInt);
+begin
+    GrayScale:= false;
+{$IFDEF USE_S3D_RENDERING}
+    if (tmp > 6) and (tmp < 13) then
+        begin
+        // set the gray anaglyph rendering
+        GrayScale:= true;
+        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp-6)))
+        end
+    else if tmp <= 6 then
+        // set the fullcolor anaglyph
+        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp)))
+    else
+        // any other mode
+        cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp-6)));
+{$ELSE}
+    tmp:= tmp;
+    cStereoMode:= smNone;
+{$ENDIF}
+end;
+
+procedure startVideoRecording(var paramIndex: LongInt);
+begin
+    // Silence the hint that appears when USE_VIDEO_RECORDING is not defined
+    paramIndex:= paramIndex;
+{$IFDEF USE_VIDEO_RECORDING}
+    GameType:= gmtRecord;
+    inc(paramIndex);
+    cVideoFramerateNum:= StrToInt(ParamStr(paramIndex)); inc(paramIndex);
+    cVideoFramerateDen:= StrToInt(ParamStr(paramIndex)); inc(paramIndex);
+    RecPrefix:= ParamStr(paramIndex);                    inc(paramIndex);
+    cAVFormat:= ParamStr(paramIndex);                    inc(paramIndex);
+    cVideoCodec:= ParamStr(paramIndex);                  inc(paramIndex);
+    cVideoQuality:= StrToInt(ParamStr(paramIndex));      inc(paramIndex);
+    cAudioCodec:= ParamStr(paramIndex);                  inc(paramIndex);
+{$ENDIF}
+end;
+
+function getLongIntParameter(str:String; var paramIndex:LongInt; var wrongParameter:Boolean): LongInt;
+var tmpInt, c: LongInt;
+begin
+    inc(paramIndex);
+    val(str, tmpInt, c);
+    wrongParameter:= c <> 0;
+    if wrongParameter then
+        WriteLn(stderr, 'ERROR: '+ParamStr(paramIndex-1)+' expects a number, you passed "'+str+'"');
+    getLongIntParameter:= tmpInt;
+end;
+
+function getStringParameter(str:String; var paramIndex:LongInt; var wrongParameter:Boolean): String;
+begin
+    inc(paramIndex);
+    wrongParameter:= (str='') or (Copy(str,1,2) = '--');
+    if wrongParameter then
+         WriteLn(stderr, 'ERROR: '+ParamStr(paramIndex-1)+' expects a string, you passed "'+str+'"');
+    getStringParameter:= str;
+end;
+
+
+procedure parseClassicParameter(cmdArray: Array of String; size:LongInt; var paramIndex:LongInt); Forward;
+
+function parseParameter(cmd:String; arg:String; var paramIndex:LongInt): Boolean;
+const videoArray: Array [1..5] of String = ('--fullscreen-width','--fullscreen-height', '--width', '--height', '--depth');
+      audioArray: Array [1..3] of String = ('--volume','--nomusic','--nosound');
+      otherArray: Array [1..3] of String = ('--locale','--fullscreen','--showfps');
+      mediaArray: Array [1..10] of String = ('--fullscreen-width', '--fullscreen-height', '--width', '--height', '--depth', '--volume','--nomusic','--nosound','--locale','--fullscreen');
+      allArray: Array [1..18] of String = ('--fullscreen-width','--fullscreen-height', '--width', '--height', '--depth','--volume','--nomusic','--nosound','--locale','--fullscreen','--showfps','--altdmg','--frame-interval','--low-quality','--no-teamtag','--no-hogtag','--no-healthtag','--translucent-tags');
+      reallyAll: array[0..34] of shortstring = (
+                '--prefix', '--user-prefix', '--locale', '--fullscreen-width', '--fullscreen-height', '--width',
+                '--height', '--frame-interval', '--volume','--nomusic', '--nosound',
+                '--fullscreen', '--showfps', '--altdmg', '--low-quality', '--raw-quality', '--stereo', '--nick',
+  {deprecated}  '--depth', '--set-video', '--set-audio', '--set-other', '--set-multimedia', '--set-everything',
+  {internal}    '--internal', '--port', '--recorder', '--landpreview',
+  {misc}        '--stats-only', '--gci', '--help','--no-teamtag','--no-hogtag','--no-healthtag','--translucent-tags');
+var cmdIndex: byte;
+begin
+    parseParameter:= false;
+    cmdIndex:= 0;
+
+    //NOTE: Any update to the list of parameters must be reflected in the case statement below, the reallyAll array above,
+    //      the the DisplayUsage() procedure, the HWForm::getDemoArguments() function, and the online wiki
+
+    while (cmdIndex <= High(reallyAll)) and (cmd <> reallyAll[cmdIndex]) do inc(cmdIndex);
+    case cmdIndex of
+        {--prefix}               0 : PathPrefix        := getStringParameter (arg, paramIndex, parseParameter);
+        {--user-prefix}          1 : UserPathPrefix    := getStringParameter (arg, paramIndex, parseParameter);
+        {--locale}               2 : cLocaleFName      := getStringParameter (arg, paramIndex, parseParameter);
+        {--fullscreen-width}     3 : cFullscreenWidth  := max(getLongIntParameter(arg, paramIndex, parseParameter), cMinScreenWidth);
+        {--fullscreen-height}    4 : cFullscreenHeight := max(getLongIntParameter(arg, paramIndex, parseParameter), cMinScreenHeight);
+        {--width}                5 : cWindowedWidth    := max(2 * (getLongIntParameter(arg, paramIndex, parseParameter) div 2), cMinScreenWidth);
+        {--height}               6 : cWindowedHeight   := max(2 * (getLongIntParameter(arg, paramIndex, parseParameter) div 2), cMinScreenHeight);
+        {--frame-interval}       7 : cTimerInterval    := getLongIntParameter(arg, paramIndex, parseParameter);
+        {--volume}               8 : SetVolume          ( max(getLongIntParameter(arg, paramIndex, parseParameter), 0) );
+        {--nomusic}              9 : SetMusic           ( false );
+        {--nosound}             10 : SetSound           ( false );
+        {--fullscreen}          11 : cFullScreen       := true;
+        {--showfps}             12 : cShowFPS          := true;
+        {--altdmg}              13 : cAltDamage        := true;
+        {--low-quality}         14 : cReducedQuality   := $FFFFFFFF xor rqLowRes;
+        {--raw-quality}         15 : cReducedQuality   := getLongIntParameter(arg, paramIndex, parseParameter);
+        {--stereo}              16 : setStereoMode      ( getLongIntParameter(arg, paramIndex, parseParameter) );
+        {--nick}                17 : UserNick          := parseNick( getStringParameter(arg, paramIndex, parseParameter) );
+        {deprecated options}
+        {--depth}               18 : setDepth(paramIndex);
+        {--set-video}           19 : parseClassicParameter(videoArray,5,paramIndex);
+        {--set-audio}           20 : parseClassicParameter(audioArray,3,paramIndex);
+        {--set-other}           21 : parseClassicParameter(otherArray,3,paramIndex);
+        {--set-multimedia}      22 : parseClassicParameter(mediaArray,10,paramIndex);
+        {--set-everything}      23 : parseClassicParameter(allArray,14,paramIndex);
+        {"internal" options}
+        {--internal}            24 : {$IFDEF HWLIBRARY}isInternal:= true{$ENDIF};
+        {--port}                25 : setIpcPort( getLongIntParameter(arg, paramIndex, parseParameter), parseParameter );
+        {--recorder}            26 : startVideoRecording(paramIndex);
+        {--landpreview}         27 : GameType := gmtLandPreview;
+        {anything else}
+        {--stats-only}          28 : statsOnlyGame();
+        {--gci}                 29 : GciEasterEgg();
+        {--help}                30 : DisplayUsage();
+        {--no-teamtag}          31 : cTagsMask := cTagsMask and not htTeamName;
+        {--no-hogtag}           32 : cTagsMask := cTagsMask and not htName;
+        {--no-healthtag}        33 : cTagsMask := cTagsMask and not htHealth;
+        {--translucent-tags}    34 : cTagsMask := cTagsMask or htTransparent 
+    else
+        begin
+        //Asusme the first "non parameter" is the replay file, anything else is invalid
+        if (recordFileName = '') and (Copy(cmd,1,2) <> '--') then
+            recordFileName := cmd
+        else
+            begin
+            WriteLn(stderr, '"'+cmd+'" is not a valid option');
+            parseParameter:= true;
+            end;
+        end;
+    end;
+end;
+
+procedure parseClassicParameter(cmdArray: Array of String; size:LongInt; var paramIndex:LongInt);
+var index, tmpInt: LongInt;
+    isBool, isValid: Boolean;
+    cmd, arg, newSyntax: String;
+begin
+    WriteLn(stdout, 'WARNING: you are using a deprecated command, which could be removed in a future version!');
+    WriteLn(stdout, '         Consider updating to the latest syntax, which is much more flexible!');
+    WriteLn(stdout, '         Run `hwegine --help` to learn it!');
+    WriteLn(stdout, '');
+
+    index:= 0;
+    tmpInt:= 1;
+    while (index < size) do
+        begin
+        newSyntax:= '';
+        inc(paramIndex);
+        cmd:= cmdArray[index];
+        arg:= ParamStr(paramIndex);
+        isValid:= (cmd<>'--depth');
+
+        // check if the parameter is a boolean one
+        isBool:= (cmd = '--nomusic') or (cmd = '--nosound') or (cmd = '--fullscreen') or (cmd = '--showfps') or (cmd = '--altdmg') or (cmd = '--no-teamtag') or (cmd = '--no-hogtag') or (cmd = '--no-healthtag') or (cmd = '--translucent-tags');
+        if isBool and (arg='0') then
+            isValid:= false;
+        if (cmd='--nomusic') or (cmd='--nosound') then
+            isValid:= not isValid;
+
+        if isValid then
+            begin
+            parseParameter(cmd, arg, tmpInt);
+            newSyntax := newSyntax + cmd + ' ';
+            if not isBool then
+                newSyntax := newSyntax + arg + ' ';
+            end;
+        inc(index);
+        end;
+
+    WriteLn(stdout, 'Attempted to automatically convert to the new syntax:');
+    WriteLn(stdout, newSyntax);
+    WriteLn(stdout, '');
+end;
+
+procedure parseCommandLine{$IFDEF HWLIBRARY}(argc: LongInt; argv: PPChar){$ENDIF};
+var paramIndex: LongInt;
+    paramTotal: LongInt;
+    index, nextIndex: LongInt;
+    wrongParameter: boolean;
+//var tmpInt: LongInt;
+begin
+    paramIndex:= {$IFDEF HWLIBRARY}0{$ELSE}1{$ENDIF};
+    paramTotal:= {$IFDEF HWLIBRARY}argc-1{$ELSE}ParamCount{$ENDIF}; //-1 because pascal enumeration is inclusive
+    (*
+    WriteLn(stdout, 'total parameters: ' + inttostr(paramTotal));
+    tmpInt:= 0;
+    while (tmpInt <= paramTotal) do
+        begin
+        WriteLn(stdout, inttostr(tmpInt) + ': ' + {$IFDEF HWLIBRARY}argv[tmpInt]{$ELSE}paramCount(tmpInt){$ENDIF});
+        inc(tmpInt);
+        end;
+    *)
+    wrongParameter:= false;
+    while (paramIndex <= paramTotal) do
+        begin
+        // avoid going past the number of paramTotal (esp. w/ library)
+        index:= paramIndex;
+        if index = paramTotal then nextIndex:= index
+        else nextIndex:= index+1;
+        {$IFDEF HWLIBRARY}
+        wrongParameter:= parseParameter( argv[index], argv[nextIndex], paramIndex);
+        {$ELSE}
+        wrongParameter:= parseParameter( ParamStr(index), ParamStr(nextIndex), paramIndex);
+        {$ENDIF}
+        inc(paramIndex);
+        end;
+    if wrongParameter = true then
+        GameType:= gmtSyntax;
+end;
+
+{$IFNDEF HWLIBRARY}
+procedure GetParams;
+begin
+    isInternal:= (ParamStr(1) = '--internal');
+
+    UserPathPrefix := '.';
+    PathPrefix     := cDefaultPathPrefix;
+    recordFileName := '';
+    parseCommandLine();
+
+    if (isInternal) and (ParamCount<=1) then
+        begin
+        WriteLn(stderr, '--internal should not be manually used');
+        GameType := gmtSyntax;
+        end;
+
+    if (not isInternal) and (recordFileName = '') then
+        begin
+        WriteLn(stderr, 'You must specify a replay file');
+        GameType := gmtSyntax;
+        end
+    else if (recordFileName <> '') then
+        WriteLn(stdout, 'Attempting to play demo file "' + recordFilename + '"');
+
+    if (GameType = gmtSyntax) then
+        WriteLn(stderr, 'Please use --help to see possible arguments and their usage');
+
+    (*
+    WriteLn(stdout,'PathPrefix:     ' + PathPrefix);
+    WriteLn(stdout,'UserPathPrefix: ' + UserPathPrefix);
+    *)
+end;
+{$ENDIF}
+
+end.
+
--- a/hedgewars/CMakeLists.txt	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/CMakeLists.txt	Thu Jun 27 15:51:20 2013 +0400
@@ -73,9 +73,6 @@
     uScript.pas
     hwengine.pas
 
-    GSHandlers.inc
-    VGSHandlers.inc
-    ArgParsers.inc
     options.inc
     ${CMAKE_CURRENT_BINARY_DIR}/config.inc
     )
@@ -93,48 +90,20 @@
 
 
 #DEPENDECIES AND EXECUTABLES SECTION
-if(APPLE)
-    if(CMAKE_OSX_ARCHITECTURES)
-        #parse this system variable and adjust only the powerpc syntax to be compatible with -P
-        string(REGEX MATCH "[pP][pP][cC]+" powerpc_build "${CMAKE_OSX_ARCHITECTURES}")
-        string(REGEX MATCH "[iI]386+" i386_build "${CMAKE_OSX_ARCHITECTURES}")
-        string(REGEX MATCH "[xX]86_64+" x86_64_build "${CMAKE_OSX_ARCHITECTURES}")
-        if(x86_64_build)
-            add_flag_prepend(CMAKE_Pascal_FLAGS -Px86_64)
-        elseif(i386_build)
-            add_flag_prepend(CMAKE_Pascal_FLAGS -Pi386)
-        elseif(powerpc_build)
-            add_flag_prepend(CMAKE_Pascal_FLAGS -Ppowerpc)
-        else()
-            message(FATAL_ERROR "Unknown architecture present in CMAKE_OSX_ARCHITECTURES (${CMAKE_OSX_ARCHITECTURES})")
-        endif()
-        list(LENGTH CMAKE_OSX_ARCHITECTURES num_of_archs)
-        if(num_of_archs GREATER 1)
-            message(${WARNING} "Only one architecture in CMAKE_OSX_ARCHITECTURES is currently supported, picking the first one")
-        endif()
-    elseif(CMAKE_SIZEOF_VOID_P MATCHES "8")
-        #if that variable is not set check if we are on x86_64 and if so force it, else use default
-        add_flag_prepend(CMAKE_Pascal_FLAGS -Px86_64)
-    endif()
-
+if(NOT ${BUILD_ENGINE_LIBRARY} AND APPLE)
     #on OSX we need to provide the SDL_main() function when building as executable
-    if(NOT BUILD_ENGINE_LIBRARY)
-        add_subdirectory(sdlmain)
-        list(APPEND HW_LINK_LIBS SDLmain)
-        add_flag_append(CMAKE_Pascal_FLAGS -Fl${LIBRARY_OUTPUT_PATH})
-    endif()
-
-    #when sysroot is set, make sure that fpc picks it
-    if(CMAKE_OSX_SYSROOT)
-        set(add_flag_append "-XD${CMAKE_OSX_SYSROOT}")
-    endif(CMAKE_OSX_SYSROOT)
-endif(APPLE)
+    add_subdirectory(sdlmain)
+    list(APPEND HW_LINK_LIBS SDLmain)
+    add_flag_append(CMAKE_Pascal_FLAGS -Fl${LIBRARY_OUTPUT_PATH})
+endif()
 
 if(FFMPEG_FOUND)
     add_subdirectory(avwrapper)
     list(APPEND HW_LINK_LIBS avwrapper)
     add_definitions(-dUSE_VIDEO_RECORDING)
     add_flag_append(CMAKE_Pascal_FLAGS -Fl${LIBRARY_OUTPUT_PATH})
+    #only for SDL < 2, linking carried out by fpc
+    find_package_or_disable_msg(GLUT NOVIDEOREC "Video recording will not be built")
 endif()
 
 find_package_or_disable_msg(PNG NOPNG "Screenshots will be saved in BMP")
--- a/hedgewars/GSHandlers.inc	Wed Jun 26 21:40:10 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,5638 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-(*
- * This file contains the step handlers for gears.
- *
- * Important: Since gears change the course of the game, calculations that
- *            lead to different results for different clients/players/machines
- *            should NOT occur!
- *            Use safe functions and data types! (e.g. GetRandom() and hwFloat)
- *)
-
-procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
-var
-    dX, dY, sX, sY: hwFloat;
-    i, steps: LongWord;
-    caller: TGearStepProcedure;
-begin
-    dX:= Gear^.dX;
-    dY:= Gear^.dY;
-    steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
-
-    // Gear is still on the same Pixel it was before
-    if steps < 1 then
-        begin
-        if onlyCheckIfChanged then
-            begin
-            Gear^.X := Gear^.X + dX;
-            Gear^.Y := Gear^.Y + dY;
-            EXIT;
-            end
-        else
-            steps := 1;
-        end;
-
-    if steps > 1 then
-        begin
-        sX:= dX / steps;
-        sY:= dY / steps;
-        end
-
-    else
-        begin
-        sX:= dX;
-        sY:= dY;
-        end;
-
-    caller:= Gear^.doStep;
-
-    for i:= 1 to steps do
-        begin
-        Gear^.X := Gear^.X + sX;
-        Gear^.Y := Gear^.Y + sY;
-        step(Gear);
-        if (Gear^.doStep <> caller)
-        or ((Gear^.State and gstCollision) <> 0)
-        or ((Gear^.State and gstMoving) = 0) then
-            break;
-        end;
-end;
-
-procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
-var
-    gi: PGear;
-    d: LongInt;
-begin
-    gi := GearsList;
-    while gi <> nil do
-        begin
-        if (gi^.Kind = gtHedgehog) then
-            begin
-            d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
-            if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
-                begin
-                if (CurrentHedgehog^.Gear = gi) then
-                    PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
-
-                else
-                    begin
-                    if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
-                        begin
-                        gi^.dX.isNegative:= X<gi^.X;
-                        gi^.State := gi^.State or gstLoser;
-                        end;
-
-                    if d > r div 2 then
-                        PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
-                    else
-                        PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
-                    end;
-                end;
-            end;
-
-        gi := gi^.NextGear
-        end;
-end;
-
-procedure HideHog(HH: PHedgehog);
-begin
-    ScriptCall('onHogHide', HH^.Gear^.Uid);
-    DeleteCI(HH^.Gear);
-    if FollowGear = HH^.Gear then
-        FollowGear:= nil;
-
-    if lastGearByUID = HH^.Gear then
-        lastGearByUID := nil;
-
-    HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
-    with HH^.Gear^ do
-        begin
-        Z := cHHZ;
-        HH^.Gear^.Active:= false;
-        State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
-        Message := Message and (not gmAttack);
-    end;
-    HH^.GearHidden:= HH^.Gear;
-    HH^.Gear:= nil
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrowningGear(Gear: PGear);
-    begin
-    AllInactive := false;
-    Gear^.Y := Gear^.Y + cDrownSpeed;
-    Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
-    // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
-    if ((not SuddenDeathDmg and (WaterOpacity < $FF))
-    or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
-        if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
-            AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
-    else if Random(12) = 0 then
-             AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);
-    if (not SuddenDeathDmg and (WaterOpacity > $FE))
-    or (SuddenDeathDmg and (SDWaterOpacity > $FE))
-    or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
-        DeleteGear(Gear);
-    end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFallingGear(Gear: PGear);
-var
-    isFalling: boolean;
-    //tmp: QWord;
-    tdX, tdY: hwFloat;
-    collV, collH: LongInt;
-    land: word;
-begin
-    // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
-    if Gear^.dX.Round > 2 then
-        Gear^.dX.QWordValue:= 8589934592;
-    if Gear^.dY.Round > 2 then
-        Gear^.dY.QWordValue:= 8589934592;
-
-    if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
-        begin
-        Gear^.dX:= Gear^.dX * _0_999;
-        Gear^.dY:= Gear^.dY * _0_999
-        end;
-
-    Gear^.State := Gear^.State and (not gstCollision);
-    collV := 0;
-    collH := 0;
-    tdX := Gear^.dX;
-    tdY := Gear^.dY;
-
-
-
-// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
-    if (hwRound(Gear^.X) < min(LAND_WIDTH div -2, -2048))
-    or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
-        Gear^.State := Gear^.State or gstCollision;
-
-    if Gear^.dY.isNegative then
-        begin
-        isFalling := true;
-        land:= TestCollisionYwithGear(Gear, -1);
-        if land <> 0 then
-            begin
-            collV := -1;
-            if land and lfIce <> 0 then
-                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
-            else
-                Gear^.dX := Gear^.dX * Gear^.Friction;
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            Gear^.State := Gear^.State or gstCollision
-            end
-        else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
-            collV := 1;
-        end
-    else
-        begin // Gear^.dY.isNegative is false
-        land:= TestCollisionYwithGear(Gear, 1);
-        if land <> 0 then
-            begin
-            collV := 1;
-            isFalling := false;
-            if land and lfIce <> 0 then
-                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
-            else
-                Gear^.dX := Gear^.dX * Gear^.Friction;
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            Gear^.State := Gear^.State or gstCollision
-            end
-        else
-            begin
-            isFalling := true;
-            if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
-                collV := -1
-            end
-        end;
-
-
-    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
-        begin
-        collH := hwSign(Gear^.dX);
-        Gear^.dX := - Gear^.dX * Gear^.Elasticity;
-        Gear^.dY :=   Gear^.dY * Gear^.Elasticity;
-        Gear^.State := Gear^.State or gstCollision
-        end
-    else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
-        collH := -hwSign(Gear^.dX);
-    //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
-    if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1)
-    or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
-        begin
-        Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
-        Gear^.dY := tdX*Gear^.Elasticity;
-        //*Gear^.Friction;
-        Gear^.dY.isNegative := not tdY.isNegative;
-        isFalling := false;
-        Gear^.AdvBounce := 10;
-        end;
-
-    if Gear^.AdvBounce > 1 then
-        dec(Gear^.AdvBounce);
-
-    if isFalling then
-        begin
-        Gear^.dY := Gear^.dY + cGravity;
-        if (GameFlags and gfMoreWind) <> 0 then
-            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
-            end;
-
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    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^.State and gstCollision <> 0) and
-        (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
-        (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
-            ((Gear^.Radius >= 3) and
-                ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
-        PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBomb(Gear: PGear);
-var
-    i, x, y: LongInt;
-    dX, dY, gdX: hwFloat;
-    vg: PVisualGear;
-begin
-    AllInactive := false;
-
-    doStepFallingGear(Gear);
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 1000 then // might need adjustments
-        case Gear^.Kind of
-            gtGrenade: makeHogsWorry(Gear^.X, Gear^.Y, 50);
-            gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
-            gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
-            gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
-            gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
-        end;
-
-    if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
-        begin
-        CheckCollision(Gear);
-        if (Gear^.State and gstCollision) <> 0 then
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
-        end;
-
-    if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
-        begin
-        vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-        if vg <> nil then
-            vg^.Tint:= $FFC0C000;
-        end;
-
-    if Gear^.Timer = 0 then
-        begin
-        case Gear^.Kind of
-            gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
-            gtClusterBomb:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                gdX:= Gear^.dX;
-                doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 4 do
-                    begin
-                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
-                    dY := (GetRandomf - _3) * _0_08;
-                    FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
-                    end
-                end;
-            gtWatermelon:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                gdX:= Gear^.dX;
-                doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 5 do
-                    begin
-                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
-                    dY := (GetRandomf - _1_5) * _0_3;
-                    FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
-                    FollowGear^.DirAngle := i * 60
-                    end
-                end;
-            gtHellishBomb:
-                begin
-                x := hwRound(Gear^.X);
-                y := hwRound(Gear^.Y);
-                doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
-
-                for i:= 0 to 127 do
-                    begin
-                    dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
-                    dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
-                    if i mod 2 = 0 then
-                        begin
-                        AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
-                        AddGear(x, y, gtFlame, 0, dX, -dY, 0)
-                        end
-                    else
-                        begin
-                        AddGear(x, y, gtFlame, 0, dX, dY, 0);
-                        AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
-                        end;
-                    end
-                end;
-            gtGasBomb:
-                begin
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
-                for i:= 0 to 2 do
-                    begin
-                    x:= GetRandom(60);
-                    y:= GetRandom(40);
-                    FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
-                    end
-                end;
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-
-    CalcRotationDirAngle(Gear);
-
-    if Gear^.Kind = gtHellishBomb then
-        begin
-
-        if Gear^.Timer = 3000 then
-            begin
-            Gear^.nImpactSounds := 0;
-            PlaySound(sndHellish);
-            end;
-
-        if (GameTicks and $3F) = 0 then
-            if (Gear^.State and gstCollision) = 0 then
-                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMolotov(Gear: PGear);
-var
-    s: Longword;
-    i, gX, gY: LongInt;
-    dX, dY: hwFloat;
-    smoke, glass: PVisualGear;
-begin
-    AllInactive := false;
-
-    doStepFallingGear(Gear);
-    CalcRotationDirAngle(Gear);
-
-    // let's add some smoke depending on speed
-    s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
-    if (GameTicks mod s) = 0 then
-        begin
-        // adjust angle to match the texture
-        if Gear^.dX.isNegative then
-             i:= 130
-        else i:= 50;
-
-        smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
-        if smoke <> nil then
-            smoke^.Scale:= 0.75;
-        end;
-
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        PlaySound(sndMolotov);
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        for i:= 0 to 4 do
-            begin
-            (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
-            if glass <> nil then
-                begin
-                glass^.Frame:= 2;
-                glass^.Tint:= $41B83ED0 - i * $10081000;
-                glass^.dX:= 1/(10*(random(11)-5));
-                glass^.dY:= -1/(random(4)+5);
-                end;*)
-            glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
-            if glass <> nil then
-                with glass^ do
-                    begin
-                    Frame:= 2;
-                    Tint:= $41B83ED0 - i * $10081000;
-                    Angle:= random(360);
-                    dx:= 0.0000001;
-                    dy:= 0;
-                    if random(2) = 0 then
-                        dx := -dx;
-                    FrameTicks:= 750;
-                    State:= ord(sprEgg)
-                    end;
-            end;
-        for i:= 0 to 24 do
-            begin
-            dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
-            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
-            AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
-            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepCluster(Gear: PGear);
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-    end;
-
-    if (Gear^.Kind = gtMelonPiece)
-    or (Gear^.Kind = gtBall) then
-        CalcRotationDirAngle(Gear)
-    else if (GameTicks and $1F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShell(Gear: PGear);
-begin
-    AllInactive := false;
-    if (GameFlags and gfMoreWind) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-        end;
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowball(Gear: PGear);
-var kick, i: LongInt;
-    particle: PVisualGear;
-    gdX, gdY: hwFloat;
-begin
-    AllInactive := false;
-    if (GameFlags and gfMoreWind) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-    gdX := Gear^.dX;
-    gdY := Gear^.dY;
-    doStepFallingGear(Gear);
-    CalcRotationDirAngle(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
-        Gear^.dX:= gdX;
-        Gear^.dY:= gdY;
-        AmmoShove(Gear, 0, kick);
-        for i:= 15 + kick div 10 downto 0 do
-            begin
-            particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
-            if particle <> nil then
-                particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-            end;
-        DeleteGear(Gear);
-        exit
-        end;
-    if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
-        begin
-        particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
-        if particle <> nil then
-            particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowflake(Gear: PGear);
-var xx, yy, px, py, rx, ry, lx, ly: LongInt;
-    move, draw, allpx, gun: Boolean;
-    s: PSDL_Surface;
-    p: PLongwordArray;
-    lf: LongWord;
-begin
-inc(Gear^.Pos);
-gun:= (Gear^.State and gstTmpFlag) <> 0;
-move:= false;
-draw:= false;
-if gun then
-    begin
-    Gear^.State:= Gear^.State and (not gstInvisible);
-    doStepFallingGear(Gear);
-    CheckCollision(Gear);
-    if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
-        draw:= true;
-    xx:= hwRound(Gear^.X);
-    yy:= hwRound(Gear^.Y);
-    end
-else if GameTicks and $7 = 0 then
-    begin
-    with Gear^ do
-        begin
-        State:= State and (not gstInvisible);
-        X:= X + cWindSpeed * 3200 + dX;
-        Y:= Y + dY + cGravity * vobFallSpeed * 8;  // using same value as flakes to try and get similar results
-        xx:= hwRound(X);
-        yy:= hwRound(Y);
-        if vobVelocity <> 0 then
-            begin
-            DirAngle := DirAngle + (Damage / 1000);
-            if DirAngle < 0 then
-                DirAngle := DirAngle + 360
-            else if 360 < DirAngle then
-                DirAngle := DirAngle - 360;
-            end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
-        inc(Health, 8);
-        if longword(Health) > vobFrameTicks then
-            begin
-            dec(Health, vobFrameTicks);
-            inc(Timer);
-            if Timer = vobFramesCount then
-                Timer:= 0
-            end;
-*)
-    // move back to cloud layer
-        if yy > cWaterLine then
-            move:= true
-        else if (xx > snowRight) or (xx < snowLeft) then
-            move:=true
-        // Solid pixel encountered
-        else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
-            begin
-            lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
-            if lf = 0 then lf:= lfObject;
-            // If there's room below keep falling
-            if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
-                begin
-                X:= X - cWindSpeed * 1600 - dX;
-                end
-            // If there's room below, on the sides, fill the gaps
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X - _0_8 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X - _0_8 * 2 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X + _0_8 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
-                begin
-                X:= X + _0_8 * 2 * hwSign(cWindSpeed);
-                Y:= Y - dY - cGravity * vobFallSpeed * 8;
-                end
-            // if there's an hog/object below do nothing
-            else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
-                then move:=true
-            else draw:= true
-            end
-        end
-    end;
-if draw then
-    with Gear^ do
-        begin
-        // we've collided with land. draw some stuff and get back into the clouds
-        move:= true;
-        if (Pos > 20) and ((CurAmmoGear = nil)
-        or (CurAmmoGear^.Kind <> gtRope)) then
-            begin
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
-            if not gun then
-                begin
-                dec(yy,3);
-                dec(xx,1)
-                end;
-            s:= SpritesData[sprSnow].Surface;
-            p:= s^.pixels;
-            allpx:= true;
-            for py:= 0 to Pred(s^.h) do
-                begin
-                for px:= 0 to Pred(s^.w) do
-                    begin
-                    lx:=xx + px; ly:=yy + py;
-                    if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
-                        begin
-                        rx:= lx;
-                        ry:= ly;
-                        if cReducedQuality and rqBlurryLand <> 0 then
-                            begin
-                            rx:= rx div 2;ry:= ry div 2;
-                            end;
-                        if Land[yy + py, xx + px] <= lfAllObjMask then
-                            if gun then
-                                begin
-                                LandDirty[yy div 32, xx div 32]:= 1;
-                                if LandPixels[ry, rx] = 0 then
-                                    Land[ly, lx]:=  lfDamaged or lfObject
-                                else Land[ly, lx]:=  lfDamaged or lfBasic
-                                end
-                            else Land[ly, lx]:= lf;
-                        if gun then
-                            LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
-                        else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
-                        end
-                    else allpx:= false
-                    end;
-                p:= @(p^[s^.pitch shr 2])
-                end;
-
-            // Why is this here.  For one thing, there's no test on +1 being safe.
-            //Land[py, px+1]:= lfBasic;
-
-            if allpx then
-                UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
-            else
-                begin
-                UpdateLandTexture(
-                    max(0, min(LAND_WIDTH, xx)),
-                    min(LAND_WIDTH - xx, Pred(s^.w)),
-                    max(0, min(LAND_WIDTH, yy)),
-                    min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
-                );
-                end;
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
-            end
-        end;
-
-if move then
-    begin
-    if gun then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-    Gear^.Pos:= 0;
-    Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
-    Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
-    Gear^.State:= Gear^.State or gstInvisible;
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepGrave(Gear: PGear);
-begin
-    if (Gear^.Message and gmDestroy) <> 0 then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    AllInactive := false;
-
-    if Gear^.dY.isNegative then
-        if TestCollisionY(Gear, -1) then
-            Gear^.dY := _0;
-
-    if not Gear^.dY.isNegative then
-        if TestCollisionY(Gear, 1) then
-        begin
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            if Gear^.dY > - _1div1024 then
-            begin
-                Gear^.Active := false;
-                exit
-            end
-            else if Gear^.dY < - _0_03 then
-                PlaySound(Gear^.ImpactSound)
-        end;
-
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    CheckGearDrowning(Gear);
-    Gear^.dY := Gear^.dY + cGravity
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBeeWork(Gear: PGear);
-var
-    t: hwFloat;
-    gX,gY,i: LongInt;
-    uw, nuw: boolean;
-    flower: PVisualGear;
-
-begin
-    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
-        if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
-            begin
-            DeleteGear(Gear);
-            AfterAttack;
-            exit
-            end
-    else
-        inc(Gear^.Timer);
-
-        i := 200;
-    repeat
-        Gear^.X := Gear^.X + Gear^.dX;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        CheckCollision(Gear);
-        if (Gear^.State and gstCollision) <> 0 then
-            begin
-            Gear^.X := Gear^.X + Gear^.dX * 8;
-            Gear^.Y := Gear^.Y + Gear^.dY * 8;
-            ShotgunShot(Gear);
-            Gear^.doStep := @doStepShotIdle;
-            exit
-            end;
-
-        CheckGearDrowning(Gear);
-        if (Gear^.State and gstDrowning) <> 0 then
-            begin
-            Gear^.doStep := @doStepShotIdle;
-            exit
-            end;
-        dec(i)
-    until i = 0;
-    if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
-        Gear^.doStep := @doStepShotIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure spawnBulletTrail(Bullet: PGear);
-var oX, oY: hwFloat;
-    VGear: PVisualGear;
-begin
-    if Bullet^.PortalCounter = 0 then
-        begin
-        ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
-        oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
-        end
-    else
-        begin
-        ox:= Bullet^.Elasticity;
-        oy:= Bullet^.Friction;
-        end;
-
-        // Bullet trail
-        VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
-
-        if VGear <> nil then
-            begin
-            VGear^.X:= hwFloat2Float(ox);
-            VGear^.Y:= hwFloat2Float(oy);
-            VGear^.dX:= hwFloat2Float(Bullet^.X);
-            VGear^.dY:= hwFloat2Float(Bullet^.Y);
-
-            // reached edge of land. assume infinite beam. Extend it way out past camera
-            if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
-            or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
-                    // only extend if not under water
-                    if hwRound(Bullet^.Y) < cWaterLine then
-                        begin
-                        VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
-                        VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
-                        end;
-
-            VGear^.Timer := 200;
-            end;
-end;
-
-procedure doStepBulletWork(Gear: PGear);
-var
-    i, x, y: LongWord;
-    oX, oY: 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 not(CheckLandValue(x, y, lfLandMask)) then
-            begin
-            Gear^.Tag := 1;
-            Gear^.Damage := 0;
-            Gear^.X := Gear^.X - Gear^.dX;
-            Gear^.Y := Gear^.Y - Gear^.dY;
-            CheckGearDrowning(Gear);
-            break;
-            end
-        else
-            Gear^.Tag := 0;
-
-        if Gear^.Damage > 5 then
-            if Gear^.AmmoType = amDEagle then
-                AmmoShove(Gear, 7, 20)
-        else
-            AmmoShove(Gear, Gear^.Timer, 20);
-        CheckGearDrowning(Gear);
-        dec(i)
-    until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
-
-    if Gear^.Damage > 0 then
-        begin
-        DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0
-        end;
-    if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
-        begin
-        for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
-            begin
-            if Random(6) = 0 then
-                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
-            Gear^.X := Gear^.X + Gear^.dX;
-            Gear^.Y := Gear^.Y + Gear^.dY;
-            end;
-        end;
-
-    if (Gear^.Health <= 0)
-        or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
-        or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
-            begin
-            if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
-                cLaserSighting := false;
-            if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
-                cArtillery := false;
-
-        // Bullet Hit
-            if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
-                begin
-                VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
-                if VGear <> nil then
-                    begin
-                    VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
-                    end;
-                end;
-
-            spawnBulletTrail(Gear);
-            Gear^.doStep := @doStepShotIdle
-            end;
-end;
-
-procedure doStepDEagleShot(Gear: PGear);
-begin
-    PlaySound(sndGun);
-    // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
-    Gear^.X := Gear^.X + Gear^.dX * 3;
-    Gear^.Y := Gear^.Y + Gear^.dY * 3;
-    Gear^.doStep := @doStepBulletWork
-end;
-
-procedure doStepSniperRifleShot(Gear: PGear);
-var
-    HHGear: PGear;
-    shell: PVisualGear;
-begin
-    cArtillery := true;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    HedgehogChAngle(HHGear);
-    if not cLaserSighting then
-        // game does not have default laser sight. turn it on and give them a chance to aim
-        begin
-        cLaserSighting := true;
-        HHGear^.Message := 0;
-        if (HHGear^.Angle >= 32) then
-            dec(HHGear^.Angle,32)
-        end;
-
-    if (HHGear^.Message and gmAttack) <> 0 then
-        begin
-        shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
-        if shell <> nil then
-            begin
-            shell^.dX := gear^.dX.QWordValue / -8589934592;
-            shell^.dY := gear^.dY.QWordValue / -8589934592;
-            shell^.Frame := 1
-            end;
-        Gear^.State := Gear^.State or gstAnimation;
-        Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
-        Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
-        PlaySound(sndGun);
-        // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
-        Gear^.X := Gear^.X + Gear^.dX * 3;
-        Gear^.Y := Gear^.Y + Gear^.dY * 3;
-        Gear^.doStep := @doStepBulletWork;
-        end
-    else
-        if (GameTicks mod 32) = 0 then
-            if (GameTicks mod 4096) < 2048 then
-                begin
-                if (HHGear^.Angle + 1 <= cMaxAngle) then
-                    inc(HHGear^.Angle)
-                end
-    else
-        if (HHGear^.Angle >= 1) then
-            dec(HHGear^.Angle);
-
-    if (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft)
-    else
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepActionTimer(Gear: PGear);
-begin
-dec(Gear^.Timer);
-case Gear^.Kind of
-    gtATStartGame:
-        begin
-        AllInactive := false;
-        if Gear^.Timer = 0 then
-            begin
-            AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
-            end
-        end;
-    gtATFinishGame:
-        begin
-        AllInactive := false;
-        if Gear^.Timer = 1000 then
-            begin
-            ScreenFade := sfToBlack;
-            ScreenFadeValue := 0;
-            ScreenFadeSpeed := 1;
-            end;
-        if Gear^.Timer = 0 then
-            begin
-            SendIPC(_S'N');
-            SendIPC(_S'q');
-            GameState := gsExit
-            end
-        end;
-    end;
-if Gear^.Timer = 0 then
-    DeleteGear(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPickHammerWork(Gear: PGear);
-var
-    i, ei, x, y: LongInt;
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    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), lfLandMask) then
-            begin
-            Gear^.dY := Gear^.dY + cGravity;
-            Gear^.Y := Gear^.Y + Gear^.dY
-            end;
-        if hwRound(Gear^.Y) > cWaterLine then
-            Gear^.Timer := 1
-        end;
-
-    Gear^.X := Gear^.X + HHGear^.dX;
-    if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
-        begin
-        HHGear^.X := Gear^.X;
-        HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
-        end;
-
-    if (Gear^.Message and gmAttack) <> 0 then
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            Gear^.Timer := 1
-    else //there would be a mistake.
-    else
-        if (Gear^.State and gsttmpFlag) = 0 then
-            Gear^.State := Gear^.State or gsttmpFlag;
-    if ((Gear^.Message and gmLeft) <> 0) then
-        Gear^.dX := - _0_3
-    else
-        if ((Gear^.Message and gmRight) <> 0) then
-            Gear^.dX := _0_3
-    else Gear^.dX := _0;
-end;
-
-procedure doStepPickHammer(Gear: PGear);
-var
-    i, y: LongInt;
-    ar: TRangeArray;
-    HHGear: PGear;
-begin
-    i := 0;
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    y := hwRound(Gear^.Y) - cHHRadius * 2;
-    while y < hwRound(Gear^.Y) do
-        begin
-        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
-        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
-        inc(y, 2);
-        inc(i)
-        end;
-
-    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
-    Gear^.dY := HHGear^.dY;
-    DeleteCI(HHGear);
-
-    Gear^.SoundChannel := LoopSound(sndPickhammer);
-    doStepPickHammerWork(Gear);
-    Gear^.doStep := @doStepPickHammerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-var
-    BTPrevAngle, BTSteps: LongInt;
-
-procedure doStepBlowTorchWork(Gear: PGear);
-var
-    HHGear: PGear;
-    b: boolean;
-    prevX: LongInt;
-begin
-    AllInactive := false;
-    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;
-    HedgehogChAngle(HHGear);
-    Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
-    Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
-    DrawTunnel(HHGear^.X,
-        HHGear^.Y + Gear^.dY * cHHRadius - _1 -
-        ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
-        Gear^.dX, Gear^.dY,
-        cHHStepTicks, cHHRadius * 2 + 7);
-    HHGear^.Message := 0;
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepBlowTorchWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMine(Gear: PGear);
-var vg: PVisualGear;
-    dxdy: hwFloat;
-begin
-    if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
-    if (Gear^.State and gstMoving) <> 0 then
-        begin
-        DeleteCI(Gear);
-        doStepFallingGear(Gear);
-        if (Gear^.State and gstMoving) = 0 then
-            begin
-            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 (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
-            inc(Gear^.Damage, hwRound(dxdy * _50));
-
-        if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
-            begin
-            vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
-            if vg <> nil then
-                vg^.Scale:= 0.5
-            end;
-
-        if (Gear^.Damage > 35) then
-            begin
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            exit
-            end
-        end;
-
-    if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
-        if ((Gear^.State and gstAttacking) = 0) then
-            begin
-            if ((GameTicks and $1F) = 0) then
-                if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
-                    Gear^.State := Gear^.State or gstAttacking
-            end
-        else // gstAttacking <> 0
-            begin
-            AllInactive := false;
-            if (Gear^.Timer and $FF) = 0 then
-                PlaySound(sndMineTick);
-            if Gear^.Timer = 0 then
-                begin
-                if ((Gear^.State and gstWait) <> 0)
-                or (cMineDudPercent = 0)
-                or (getRandom(100) > cMineDudPercent) then
-                    begin
-                    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-                    DeleteGear(Gear)
-                    end
-                else
-                    begin
-                    vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
-                    if vg <> nil then
-                        vg^.Scale:= 0.5;
-                    PlaySound(sndVaporize);
-                    Gear^.Health := 0;
-                    Gear^.Damage := 0;
-                    Gear^.State := Gear^.State and (not gstAttacking)
-                    end;
-                exit
-                end;
-            dec(Gear^.Timer);
-            end
-    else // gsttmpFlag = 0
-        if (TurnTimeLeft = 0)
-        or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
-        or (Gear^.Hedgehog^.Gear = nil) then
-            Gear^.State := Gear^.State or gsttmpFlag;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSMine(Gear: PGear);
-begin
-    // TODO: do real calculation?
-    if TestCollisionXwithGear(Gear, 2)
-    or (TestCollisionYwithGear(Gear, -2) <> 0)
-    or TestCollisionXwithGear(Gear, -2)
-    or (TestCollisionYwithGear(Gear, 2) <> 0) then
-        begin
-        if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
-            begin
-            PlaySound(sndRopeAttach);
-            Gear^.dX:= _0;
-            Gear^.dY:= _0;
-            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;
-
-///////////////////////////////////////////////////////////////////////////////
-
-procedure doStepRollingBarrel(Gear: PGear);
-var
-    i: LongInt;
-    particle: PVisualGear;
-    dxdy: hwFloat;
-begin
-    if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
-        SetLittle(Gear^.dY);
-    Gear^.State := Gear^.State or gstAnimation;
-    if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
-
-    if ((Gear^.dX.QWordValue <> 0)
-    or (Gear^.dY.QWordValue <> 0))  then
-        begin
-        DeleteCI(Gear);
-        AllInactive := false;
-        dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
-        doStepFallingGear(Gear);
-        if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
-            begin
-            if (TestCollisionYwithGear(Gear, 1) <> 0) then
-                begin
-                Gear^.State := Gear^.State or gsttmpFlag;
-                for i:= min(12, hwRound(dxdy*_10)) downto 0 do
-                    begin
-                    particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
-                    if particle <> nil then
-                        particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
-                    end
-                end;
-            inc(Gear^.Damage, hwRound(dxdy * _50))
-            end;
-        CalcRotationDirAngle(Gear);
-        //CheckGearDrowning(Gear)
-        end
-    else
-        begin
-        Gear^.State := Gear^.State or gsttmpFlag;
-        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
-        doStepCase(Gear);
-end;
-
-procedure doStepCase(Gear: PGear);
-var
-    i, x, y: LongInt;
-    k: TGearType;
-    dX, dY: HWFloat;
-    hog: PHedgehog;
-    sparkles: PVisualGear;
-    gi: PGear;
-begin
-    k := Gear^.Kind;
-
-    if (Gear^.Message and gmDestroy) > 0 then
-        begin
-        DeleteGear(Gear);
-        FreeActionsList;
-        SetAllToActive;
-        // something (hh, mine, etc...) could be on top of the case
-        with CurrentHedgehog^ do
-            if Gear <> nil then
-                Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
-        exit
-        end;
-    if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
-
-    if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
-        begin
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-        hog:= Gear^.Hedgehog;
-
-        DeleteGear(Gear);
-        // <-- delete gear!
-
-        if k = gtCase then
-            begin
-            doMakeExplosion(x, y, 25, hog, EXPLAutoSound);
-            for i:= 0 to 63 do
-                AddGear(x, y, gtFlame, 0, _0, _0, 0);
-            end
-        else if k = gtExplosives then
-                begin
-                doMakeExplosion(x, y, 75, hog, EXPLAutoSound);
-                for i:= 0 to 31 do
-                    begin
-                    dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
-                    dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
-                    AddGear(x, y, gtFlame, 0, dX, dY, 0);
-                    AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
-                    end
-                end;
-            exit
-        end;
-
-    if k = gtExplosives then
-        begin
-        //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
-        if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
-            begin
-            Gear^.doStep := @doStepRollingBarrel;
-            exit;
-            end
-        else Gear^.dX:= _0;
-
-        if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
-            if (cBarrelHealth div Gear^.Health) > 2 then
-                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
-            else
-                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0;
-        end
-    else
-        begin
-        if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
-            begin
-            gi := GearsList;
-            while gi <> nil do
-                begin
-                if gi^.Kind = gtGenericFaller then
-                    begin
-                    gi^.Active:= true;
-                    gi^.X:=  int2hwFloat(GetRandom(rightX-leftX)+leftX);
-                    gi^.Y:=  int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
-                    gi^.dX:= _90-(GetRandomf*_360);
-                    gi^.dY:= _90-(GetRandomf*_360)
-                    end;
-                gi := gi^.NextGear
-                end
-            end;
-
-        if Gear^.Timer = 500 then
-            begin
-(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
-   voices. Reinforcements voices is heard for active team, not team-to-be.  Either that or change crate spawn from end of turn to start, although that
-   has its own complexities. *)
-            // Abuse a couple of gear values to track origin
-            Gear^.Angle:= hwRound(Gear^.Y);
-            Gear^.Tag:= random(2);
-            inc(Gear^.Timer)
-            end;
-        if Gear^.Timer < 1833 then inc(Gear^.Timer);
-        if Gear^.Timer = 1000 then
-            begin
-            sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
-            if sparkles <> nil then
-                begin
-                sparkles^.dX:= 0;
-                sparkles^.dY:= 0;
-                sparkles^.Angle:= 270;
-                if Gear^.Tag = 1 then
-                    sparkles^.Tint:= $3744D7FF
-                else sparkles^.Tint:= $FAB22CFF
-                end;
-            end;
-        if Gear^.Timer < 1000 then
-            begin
-            AllInactive:= false;
-            exit
-            end
-        end;
-
-
-    if (Gear^.dY.QWordValue <> 0)
-    or (TestCollisionYwithGear(Gear, 1) = 0) then
-        begin
-        AllInactive := false;
-
-        Gear^.dY := Gear^.dY + cGravity;
-
-        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
-            Gear^.dY := _0;
-
-        Gear^.Y := Gear^.Y + Gear^.dY;
-
-        if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
-            SetAllHHToActive(false);
-
-        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
-            begin
-            if (Gear^.dY > _0_2) and (k = gtExplosives) then
-                inc(Gear^.Damage, hwRound(Gear^.dY * _70));
-
-            if Gear^.dY > _0_2 then
-                for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
-                    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
-            if Gear^.dY > - _0_001 then
-                Gear^.dY := _0
-            else if Gear^.dY < - _0_03 then
-                PlaySound(Gear^.ImpactSound);
-            end;
-        //if Gear^.dY > - _0_001 then Gear^.dY:= _0
-        CheckGearDrowning(Gear);
-        end;
-
-    if (Gear^.dY.QWordValue = 0) then
-        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 and (GameTicks and $F = 0) then
-            begin
-            Gear^.Radius := 7;
-            tdX:= Gear^.dX;
-            tdY:= Gear^.dY;
-            Gear^.dX.QWordValue:= 120000000;
-            Gear^.dY.QWordValue:= 429496730;
-            Gear^.dX.isNegative:= getrandom(2)<>1;
-            Gear^.dY.isNegative:= true;
-            AmmoShove(Gear, 2, 125);
-            Gear^.dX:= tdX;
-            Gear^.dY:= tdY;
-            Gear^.Radius := 1
-            end;
-        if Gear^.Timer > 0 then
-            begin
-            dec(Gear^.Timer);
-            inc(Gear^.Damage)
-            end
-        else
-            begin
-            gX := hwRound(Gear^.X);
-            gY := hwRound(Gear^.Y);
-            // Standard fire
-            if not sticky then
-                begin
-                if ((GameTicks and $1) = 0) then
-                    begin
-                    Gear^.Radius := 7;
-                    tdX:= Gear^.dX;
-                    tdY:= Gear^.dY;
-                    Gear^.dX.QWordValue:= 214748365;
-                    Gear^.dY.QWordValue:= 429496730;
-                    Gear^.dX.isNegative:= getrandom(2)<>1;
-                    Gear^.dY.isNegative:= true;
-                    AmmoShove(Gear, 6, 100);
-                    Gear^.dX:= tdX;
-                    Gear^.dY:= tdY;
-                    Gear^.Radius := 1;
-                    end
-                else if ((GameTicks and $3) = 3) then
-                    doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
-                //DrawExplosion(gX, gY, 4);
-
-                if ((GameTicks and $7) = 0) and (Random(2) = 0) then
-                    for i:= Random(2) downto 0 do
-                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
-                if Gear^.Health > 0 then
-                    dec(Gear^.Health);
-                Gear^.Timer := 450 - Gear^.Tag * 8
-                end
-            else
-                begin
-                // Modified fire
-                if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
-                    begin
-                    DrawExplosion(gX, gY, 4);
-
-                    for i:= Random(3) downto 0 do
-                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-                    end;
-
-// This one is interesting.  I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
-                Gear^.Timer := 100 - Gear^.Tag * 3;
-                if (Gear^.Damage > 3000+Gear^.Tag*1500) then
-                    Gear^.Health := 0
-                end
-            end
-        end;
-    if Gear^.Health = 0 then
-        begin
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        if not sticky then
-            begin
-            if ((GameTicks and $3) = 0) and (Random(1) = 0) then
-                for i:= Random(2) downto 0 do
-                    AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-            end
-        else
-            for i:= Random(3) downto 0 do
-                AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
-        DeleteGear(Gear)
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFirePunchWork(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    if ((Gear^.Message and gmDestroy) <> 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
-        begin
-        Gear^.Tag := hwRound(HHGear^.Y);
-        DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
-        HHGear^.State := HHGear^.State or gstNoDamage;
-        Gear^.Y := HHGear^.Y;
-        AmmoShove(Gear, 30, 40);
-        HHGear^.State := HHGear^.State and (not gstNoDamage)
-        end;
-
-    HHGear^.dY := HHGear^.dY + cGravity;
-    if not (HHGear^.dY.isNegative) then
-        begin
-        HHGear^.State := HHGear^.State or gstMoving;
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-
-    if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
-        lfIndestructible) then
-            HHGear^.Y := HHGear^.Y + HHGear^.dY
-end;
-
-procedure doStepFirePunch(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    DeleteCI(HHGear);
-    //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
-    HHGear^.dX := SignAs(cLittle, Gear^.dX);
-
-    HHGear^.dY := - _0_3;
-
-    Gear^.X := HHGear^.X;
-    Gear^.dX := SignAs(_0_45, Gear^.dX);
-    Gear^.dY := - _0_9;
-    Gear^.doStep := @doStepFirePunchWork;
-    DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
-
-    PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepParachuteWork(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    inc(Gear^.Timer);
-
-    if (TestCollisionYwithGear(HHGear, 1) <> 0)
-    or ((HHGear^.State and gstHHDriven) = 0)
-    or CheckGearDrowning(HHGear)
-    or ((Gear^.Message and gmAttack) <> 0) then
-        begin
-        with HHGear^ do
-            begin
-            Message := 0;
-            SetLittle(dX);
-            dY := _0;
-            State := State or gstMoving;
-            end;
-        DeleteGear(Gear);
-        isCursorVisible := false;
-        ApplyAmmoChanges(HHGear^.Hedgehog^);
-        exit
-        end;
-
-    HHGear^.X := HHGear^.X + cWindSpeed * 200;
-
-    if (Gear^.Message and gmLeft) <> 0 then
-        HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
-
-    else if (Gear^.Message and gmRight) <> 0 then
-        HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
-
-    if (Gear^.Message and gmUp) <> 0 then
-        HHGear^.Y := HHGear^.Y - cGravity * 40
-
-    else if (Gear^.Message and gmDown) <> 0 then
-        HHGear^.Y := HHGear^.Y + cGravity * 40;
-
-    // don't drift into obstacles
-    if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
-        HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
-    HHGear^.Y := HHGear^.Y + cGravity * 100;
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y
-end;
-
-procedure doStepParachute(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    DeleteCI(HHGear);
-
-    AfterAttack;
-
-    HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
-    HHGear^.Message := HHGear^.Message and (not gmAttack);
-
-    Gear^.doStep := @doStepParachuteWork;
-
-    Gear^.Message := HHGear^.Message;
-    doStepParachuteWork(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepAirAttackWork(Gear: PGear);
-begin
-    AllInactive := false;
-    Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
-
-    if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
-        begin
-        dec(Gear^.Health);
-            case Gear^.State of
-                0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
-                1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine,    0, cBombsSpeed * Gear^.Tag, _0, 0);
-                2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
-                3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
-            //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
-            //                 Gear^.Tag, _0, 5000);
-            end;
-        Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
-        StopSoundChan(Gear^.SoundChannel, 4000);
-        end;
-
-    if (GameTicks and $3F) = 0 then
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
-    if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
-        begin
-        // avoid to play forever (is this necessary?)
-        StopSoundChan(Gear^.SoundChannel);
-        DeleteGear(Gear)
-        end;
-end;
-
-procedure doStepAirAttack(Gear: PGear);
-begin
-    AllInactive := false;
-
-    if Gear^.X.QWordValue = 0 then
-        begin
-        Gear^.Tag :=  1;
-        Gear^.X := -_2048;
-        end
-    else
-        begin
-        Gear^.Tag := -1;
-        Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
-        end;
-
-    Gear^.Y := int2hwFloat(topY-300);
-    Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
-
-    // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
-    if (Gear^.State = 2) then
-        Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
-    // calcs for regular falling gears
-    else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
-            Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
-                cGravity) * Gear^.Tag;
-
-    Gear^.Health := 6;
-    Gear^.doStep := @doStepAirAttackWork;
-    Gear^.SoundChannel := LoopSound(sndPlane, 4000);
-
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepAirBomb(Gear: PGear);
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        with mobileRecord do
-            if (performRumble <> nil) and (not fastUntilLag) then
-                performRumble(kSystemSoundID_Vibrate);
-        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
-    HHGear := Gear^.Hedgehog^.Gear;
-    doStepHedgehogMoving(HHGear);
-    // if not infattack mode wait for hedgehog finish falling to collect cases
-    if ((GameFlags and gfInfAttack) <> 0)
-    or ((HHGear^.State and gstMoving) = 0)
-    or (Gear^.Hedgehog^.Gear^.Damage > 0)
-    or ((HHGear^.State and gstDrowning) = 1) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepTeleportAnim(Gear: PGear);
-begin
-    if (Gear^.Hedgehog^.Gear^.Damage > 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        end;
-    inc(Gear^.Timer);
-    if Gear^.Timer = 65 then
-        begin
-        Gear^.Timer := 0;
-        inc(Gear^.Pos);
-        if Gear^.Pos = 11 then
-            Gear^.doStep := @doStepTeleportAfter
-        end;
-end;
-
-procedure doStepTeleport(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
-        Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
-        sprHHTelepMask, 0, false, false) then
-        begin
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        HHGear^.State := HHGear^.State and (not gstAttacking);
-        HHGear^.State := HHGear^.State or gstHHChooseTarget;
-        DeleteGear(Gear);
-        isCursorVisible := true;
-        PlaySound(sndDenied)
-        end
-    else
-        begin
-        DeleteCI(HHGear);
-        SetAllHHToActive;
-        Gear^.doStep := @doStepTeleportAnim;
-
-  // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
-        Gear^.dX := HHGear^.dX;
-        // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
-        HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
-        Gear^.X := HHGear^.X;
-        Gear^.Y := HHGear^.Y;
-        HHGear^.X := int2hwFloat(Gear^.Target.X);
-        HHGear^.Y := int2hwFloat(Gear^.Target.Y);
-        HHGear^.State := HHGear^.State or gstMoving;
-        Gear^.Hedgehog^.Unplaced := false;
-        isCursorVisible := false;
-        playSound(sndWarp)
-        end;
-    Gear^.Target.X:= NoPointX
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSwitcherWork(Gear: PGear);
-var
-    HHGear: PGear;
-    hedgehog: PHedgehog;
-    State: Longword;
-begin
-    AllInactive := false;
-
-    if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
-        begin
-        hedgehog := Gear^.Hedgehog;
-        //Msg := Gear^.Message and (not gmSwitch);
-        DeleteGear(Gear);
-        ApplyAmmoChanges(hedgehog^);
-
-        HHGear := CurrentHedgehog^.Gear;
-        ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //HHGear^.Message := Msg;
-        exit
-        end;
-
-    if (Gear^.Message and gmSwitch) <> 0 then
-        begin
-        HHGear := CurrentHedgehog^.Gear;
-        HHGear^.Message := HHGear^.Message and (not gmSwitch);
-        Gear^.Message := Gear^.Message and (not gmSwitch);
-        State := HHGear^.State;
-        HHGear^.State := 0;
-        HHGear^.Z := cHHZ;
-        HHGear^.Active := false;
-        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-
-        PlaySound(sndSwitchHog);
-
-        repeat
-            CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
-        until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
-              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
-              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
-
-        SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
-        AmmoMenuInvalidated:= true;
-
-        HHGear := CurrentHedgehog^.Gear;
-        HHGear^.State := State;
-        HHGear^.Active := true;
-        FollowGear := HHGear;
-        HHGear^.Z := cCurrHHZ;
-        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-        Gear^.X := HHGear^.X;
-        Gear^.Y := HHGear^.Y
-        end;
-end;
-
-procedure doStepSwitcher(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    Gear^.doStep := @doStepSwitcherWork;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    OnUsedAmmo(HHGear^.Hedgehog^);
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not gmAttack)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMortar(Gear: PGear);
-var
-    dX, dY, gdX, gdY: hwFloat;
-    i: LongInt;
-begin
-    AllInactive := false;
-    gdX := Gear^.dX;
-    gdY := Gear^.dY;
-
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstCollision) <> 0 then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
-        gdX.isNegative := not gdX.isNegative;
-        gdY.isNegative := not gdY.isNegative;
-        gdX:= gdX*_0_2;
-        gdY:= gdY*_0_2;
-
-        for i:= 0 to 4 do
-            begin
-            dX := gdX + rndSign(GetRandomf) * _0_03;
-            dY := gdY + rndSign(GetRandomf) * _0_03;
-            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
-            end;
-
-        DeleteGear(Gear);
-        exit
-        end;
-
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKamikazeWork(Gear: PGear);
-var
-    i: LongWord;
-    HHGear: PGear;
-    sparkles: PVisualGear;
-    hasWishes: boolean;
-begin
-    AllInactive := false;
-    hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
-    if hasWishes then
-        Gear^.AdvBounce:= 1;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    if HHGear = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    HHGear^.State := HHGear^.State or gstNoDamage;
-    DeleteCI(HHGear);
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y;
-    if (GameTicks mod 2 = 0) and hasWishes then
-        begin
-        sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
-        if sparkles <> nil then
-            begin
-            sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
-            sparkles^.Angle:= random(360);
-            end
-        end;
-
-    i := 2;
-    repeat
-
-        Gear^.X := Gear^.X + HHGear^.dX;
-        Gear^.Y := Gear^.Y + HHGear^.dY;
-        HHGear^.X := Gear^.X;
-        HHGear^.Y := Gear^.Y;
-
-        inc(Gear^.Damage, 2);
-
-        //  if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
-        //      or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
-        dec(i)
-    until (i = 0)
-    or (Gear^.Damage > Gear^.Health);
-
-    inc(upd);
-    if upd > 3 then
-        begin
-        if Gear^.Health < 1500 then
-            begin
-            if Gear^.AdvBounce <> 0 then
-                Gear^.Pos := 3
-            else
-                Gear^.Pos := 2;
-            end;
-
-        AmmoShove(Gear, 30, 40);
-
-        DrawTunnel(HHGear^.X - HHGear^.dX * 10,
-                    HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
-        HHGear^.dX,
-        HHGear^.dY,
-        20 + cHHRadius * 2,
-        cHHRadius * 2 + 7);
-
-        upd := 0
-        end;
-
-    if Gear^.Health < Gear^.Damage then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-        if hasWishes then
-            for i:= 0 to 31 do
-                begin
-                sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
-                if sparkles <> nil then
-                    with sparkles^ do
-                        begin
-                        Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
-                        Angle:= random(360);
-                        dx:= 0.001 * (random(200));
-                        dy:= 0.001 * (random(200));
-                        if random(2) = 0 then
-                            dx := -dx;
-                        if random(2) = 0 then
-                            dy := -dy;
-                        FrameTicks:= random(400) + 250
-                        end
-                end;
-        AfterAttack;
-        HHGear^.Message:= HHGear^.Message or gmDestroy;
-        DeleteGear(Gear);
-    end
-    else
-        begin
-        dec(Gear^.Health, Gear^.Damage);
-        Gear^.Damage := 0
-        end
-end;
-
-procedure doStepKamikazeIdle(Gear: PGear);
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        Gear^.Pos := 1;
-        PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
-        Gear^.doStep := @doStepKamikazeWork
-        end
-end;
-
-procedure doStepKamikaze(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    HHGear^.dX := Gear^.dX;
-    HHGear^.dY := Gear^.dY;
-
-    Gear^.dX := SignAs(_0_45, Gear^.dX);
-    Gear^.dY := - _0_9;
-
-    Gear^.Timer := 550;
-
-    Gear^.doStep := @doStepKamikazeIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-const cakeh =   27;
-var
-    CakePoints: array[0..Pred(cakeh)] of record
-        x, y: hwFloat;
-    end;
-    CakeI: Longword;
-
-procedure doStepCakeExpl(Gear: PGear);
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 2250 then
-        exit;
-
-    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear^.Hedgehog, EXPLAutoSound);
-    AfterAttack;
-    DeleteGear(Gear)
-end;
-
-procedure doStepCakeDown(Gear: PGear);
-var
-    gi: PGear;
-    dmg, dmgBase: LongInt;
-    fX, fY, tdX, tdY: hwFloat;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 100 then
-        exit;
-    Gear^.Tag := 0;
-
-    if Gear^.Pos = 0 then
-        begin
-///////////// adapted from doMakeExplosion ///////////////////////////
-        //fX:= Gear^.X;
-        //fY:= Gear^.Y;
-        //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
-        //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
-        fX:= int2hwFloat(hwRound(Gear^.X));
-        fY:= int2hwFloat(hwRound(Gear^.Y));
-        dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
-        gi := GearsList;
-        while gi <> nil do
-            begin
-            if gi^.Kind = gtHedgehog then
-                begin
-                dmg:= 0;
-                tdX:= gi^.X-fX;
-                tdY:= gi^.Y-fY;
-                if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
-                    dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
-                if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
-                if (dmg > 1) then
-                    if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
-                        gi^.State := gi^.State or gstLoser
-                    else
-                        gi^.State := gi^.State or gstWinner;
-                end;
-            gi := gi^.NextGear
-            end;
-//////////////////////////////////////////////////////////////////////
-        Gear^.doStep := @doStepCakeExpl;
-        PlaySound(sndCake)
-        end
-    else dec(Gear^.Pos)
-end;
-
-
-procedure doStepCakeWork(Gear: PGear);
-var
-    tdx, tdy: hwFloat;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 7 then
-        exit;
-
-    dec(Gear^.Health);
-    Gear^.Timer := Gear^.Health*10;
-    if Gear^.Health mod 100 = 0 then
-        Gear^.PortalCounter:= 0;
-    // This is not seconds, but at least it is *some* feedback
-    if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
-        begin
-        FollowGear := Gear;
-        Gear^.RenderTimer := false;
-        Gear^.doStep := @doStepCakeDown;
-        exit
-        end;
-
-    cakeStep(Gear);
-
-    if Gear^.Tag = 0 then
-        begin
-        CakeI := (CakeI + 1) mod cakeh;
-        tdx := CakePoints[CakeI].x - Gear^.X;
-        tdy := - CakePoints[CakeI].y + Gear^.Y;
-        CakePoints[CakeI].x := Gear^.X;
-        CakePoints[CakeI].y := Gear^.Y;
-        Gear^.DirAngle := DxDy2Angle(tdx, tdy);
-        end;
-end;
-
-procedure doStepCakeUp(Gear: PGear);
-var
-    i: Longword;
-begin
-    AllInactive := false;
-
-    inc(Gear^.Tag);
-    if Gear^.Tag < 100 then
-        exit;
-    Gear^.Tag := 0;
-
-    if Gear^.Pos = 6 then
-        begin
-        for i:= 0 to Pred(cakeh) do
-            begin
-            CakePoints[i].x := Gear^.X;
-            CakePoints[i].y := Gear^.Y
-            end;
-        CakeI := 0;
-        Gear^.doStep := @doStepCakeWork
-        end
-    else
-        inc(Gear^.Pos)
-end;
-
-procedure doStepCakeFall(Gear: PGear);
-begin
-    AllInactive := false;
-
-    Gear^.dY := Gear^.dY + cGravity;
-    if TestCollisionYwithGear(Gear, 1) <> 0 then
-        Gear^.doStep := @doStepCakeUp
-    else
-        begin
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        if CheckGearDrowning(Gear) then
-            AfterAttack
-        end
-end;
-
-procedure doStepCake(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    AllInactive := false;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not gmAttack);
-    Gear^.CollisionMask:= lfNotCurrentMask;
-
-    FollowGear := Gear;
-
-    Gear^.doStep := @doStepCakeFall
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSeductionWork(Gear: PGear);
-var i: LongInt;
-    hogs: PGearArrayS;
-begin
-    AllInactive := false;
-    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
-    if hogs.size > 0 then
-        begin
-        for i:= 0 to hogs.size - 1 do
-            with hogs.ar^[i]^ do
-                begin
-                if hogs.ar^[i] <> CurrentHedgehog^.Gear then
-                    begin
-                    dX:= _50 * cGravity * (Gear^.X - X) / _25;
-                    dY:= -_450 * cGravity;
-                    Active:= true;
-                    end
-                end;
-        end ;
-        AfterAttack;
-        DeleteGear(Gear);
-(*
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    x := hwRound(Gear^.X);
-    y := hwRound(Gear^.Y);
-
-    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
-        if (Land[y, x] <> 0) then
-            begin
-            Gear^.dX.isNegative := not Gear^.dX.isNegative;
-            Gear^.dY.isNegative := not Gear^.dY.isNegative;
-            Gear^.dX := Gear^.dX * _1_5;
-            Gear^.dY := Gear^.dY * _1_5 - _0_3;
-            AmmoShove(Gear, 0, 40);
-            AfterAttack;
-            DeleteGear(Gear)
-            end
-        else
-    else
-        begin
-        AfterAttack;
-        DeleteGear(Gear)
-        end*)
-end;
-
-procedure doStepSeductionWear(Gear: PGear);
-var heart: PVisualGear;
-begin
-    AllInactive := false;
-    inc(Gear^.Timer);
-    if Gear^.Timer > 250 then
-        begin
-        Gear^.Timer := 0;
-        inc(Gear^.Pos);
-        if Gear^.Pos = 5 then
-            PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
-        end;
-
-    if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
-        begin
-        heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
-        if heart <> nil then
-            with heart^ do
-                begin
-                dx:= 0.001 * (random(200));
-                dy:= 0.001 * (random(200));
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= random(750) + 1000;
-                State:= ord(sprSeduction)
-                end;
-        end;
-
-    if Gear^.Pos = 15 then
-        Gear^.doStep := @doStepSeductionWork
-end;
-
-procedure doStepSeduction(Gear: PGear);
-begin
-    AllInactive := false;
-    //DeleteCI(Gear^.Hedgehog^.Gear);
-    Gear^.doStep := @doStepSeductionWear
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepWaterUp(Gear: PGear);
-var
-    i: LongWord;
-begin
-    if (Gear^.Tag = 0)
-    or (cWaterLine = 0) then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    AllInactive := false;
-
-    inc(Gear^.Timer);
-    if Gear^.Timer = 17 then
-        Gear^.Timer := 0
-    else
-        exit;
-
-    if cWaterLine > 0 then
-        begin
-        dec(cWaterLine);
-        for i:= 0 to LAND_WIDTH - 1 do
-            Land[cWaterLine, i] := 0;
-        SetAllToActive
-        end;
-
-    dec(Gear^.Tag);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrill(Gear: PGear);
-forward;
-
-procedure doStepDrillDrilling(Gear: PGear);
-var
-    t: PGearArray;
-    tempColl: Word;
-begin
-    AllInactive := false;
-    if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
-        begin
-        dec(Gear^.Timer);
-        exit;
-        end;
-
-    DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    if (Gear^.Timer mod 30) = 0 then
-        AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
-    if (CheckGearDrowning(Gear)) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        exit
-    end;
-
-    tempColl:= Gear^.CollisionMask;
-    Gear^.CollisionMask:= $007F;
-    if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
-        t := CheckGearsCollision(Gear)
-    else t := nil;
-    Gear^.CollisionMask:= tempColl;
-    //fixes drill not exploding when touching HH bug
-
-    if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
-    or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
-// CheckLandValue returns true if the type isn't matched
-    or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
-        begin
-        //out of time or exited ground
-        StopSoundChan(Gear^.SoundChannel);
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
-        else
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-        DeleteGear(Gear);
-        exit
-        end
-
-    else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Tag := 1;
-        Gear^.doStep := @doStepDrill
-        end;
-
-    dec(Gear^.Timer);
-end;
-
-procedure doStepDrill(Gear: PGear);
-var
-    t: PGearArray;
-    oldDx, oldDy: hwFloat;
-    t2: hwFloat;
-begin
-    AllInactive := false;
-
-    if (Gear^.State and gsttmpFlag) = 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed;
-
-    oldDx := Gear^.dX;
-    oldDy := Gear^.dY;
-
-    doStepFallingGear(Gear);
-
-    if (GameTicks and $3F) = 0 then
-        begin
-        if hwRound(Gear^.Y) > cWaterLine then
-             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
-        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-        end;
-
-    if ((Gear^.State and gstCollision) <> 0) then
-        begin
-        //hit
-        Gear^.dX := oldDx;
-        Gear^.dY := oldDy;
-
-        if GameTicks > Gear^.FlightTime then
-            t := CheckGearsCollision(Gear)
-        else
-            t := nil;
-        if (t = nil) or (t^.Count = 0) then
-            begin
-            //hit the ground not the HH
-            t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
-            Gear^.dX := Gear^.dX * t2;
-            Gear^.dY := Gear^.dY * t2;
-            end
-
-        else if (t <> nil) then
-            begin
-            //explode right on contact with HH
-            if (Gear^.State and gsttmpFlag) <> 0 then
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
-            else
-                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            exit;
-            end;
-
-        Gear^.SoundChannel := LoopSound(sndDrillRocket);
-        Gear^.doStep := @doStepDrillDrilling;
-
-        if (Gear^.State and gsttmpFlag) <> 0 then
-            gear^.RenderTimer:= true;
-        if Gear^.Timer > 0 then dec(Gear^.Timer)
-        end
-    else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
-        begin
-        if Gear^.Timer > 0 then
-            dec(Gear^.Timer)
-        else
-            begin
-            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
-            DeleteGear(Gear);
-            end
-        end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBallgunWork(Gear: PGear);
-var
-    HHGear, ball: PGear;
-    rx, ry: hwFloat;
-    gX, gY: LongInt;
-begin
-    AllInactive := false;
-    dec(Gear^.Timer);
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-    if (Gear^.Timer mod 100) = 0 then
-        begin
-        rx := rndSign(getRandomf * _0_1);
-        ry := rndSign(getRandomf * _0_1);
-
-        ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
-        ball^.CollisionMask:= lfNotCurrentMask;
-
-        PlaySound(sndGun);
-        end;
-
-    if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-end;
-
-procedure doStepBallgun(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepBallgunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepRCPlaneWork(Gear: PGear);
-
-const cAngleSpeed =   3;
-var
-    HHGear: PGear;
-    i: LongInt;
-    dX, dY: 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 HHGear^.Message and gmPrecise <> 0 then
-        HedgehogChAngle(HHGear)
-    else if Gear^.Health > 0 then
-        begin
-        if HHGear^.Message and gmUp <> 0 then
-            begin
-            if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
-                begin
-                if isUnderwater then
-                    begin
-                    HHGear^.dY := HHGear^.dY - (move * _0_7);
-                    for i:= random(10)+10 downto 0 do
-                        begin
-                        bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
-                        if bubble <> nil then
-                            bubble^.dY:= random(20)/10+0.1;
-                        end
-                    end
-                else HHGear^.dY := HHGear^.dY - move;
-                end;
-            dec(Gear^.Health, fuel);
-            Gear^.MsgParam := Gear^.MsgParam or gmUp;
-            Gear^.Timer := GameTicks
-            end;
-        move.isNegative := (HHGear^.Message and gmLeft) <> 0;
-        if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
-            begin
-            HHGear^.dX := HHGear^.dX + (move * _0_1);
-            if isUnderwater then
-                begin
-                for i:= random(5)+5 downto 0 do
-                    begin
-                    bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
-                    if bubble <> nil then
-                        begin
-                        bubble^.dX:= (random(10)/10 + 0.02) * -1;
-                        if (move.isNegative) then
-                            begin
-                            bubble^.X := bubble^.X + 28;
-                            bubble^.dX:= bubble^.dX * (-1)
-                            end
-                        else bubble^.X := bubble^.X - 28;
-                        end;
-                    end
-                end;
-            dec(Gear^.Health, fuel div 5);
-            Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
-            Gear^.Timer := GameTicks
-            end
-        end;
-
-    // erases them all at once :-/
-    if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
-        begin
-        Gear^.Timer := 0;
-        Gear^.MsgParam := 0
-        end;
-
-    if Gear^.Health < 0 then
-        Gear^.Health := 0;
-
-    i:= Gear^.Health div 20;
-
-    if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-        begin
-        Gear^.Damage:= i;
-        //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
-        FreeTexture(Gear^.Tex);
-        Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
-        end;
-
-    if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
-       (HHGear^.Message and gmPrecise = 0) then
-        Gear^.State := Gear^.State and (not gsttmpFlag);
-
-    if HHGear^.Message and gmPrecise = 0 then
-        HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstMoving;
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y;
-
-    if not isUnderWater and hasBorder and ((HHGear^.X < _0)
-    or (hwRound(HHGear^.X) > LAND_WIDTH)) then
-        HHGear^.dY.isNegative:= false;
-
-    if ((Gear^.State and gsttmpFlag) = 0)
-    or (HHGear^.dY < _0) then
-        doStepHedgehogMoving(HHGear);
-
-    if // (Gear^.Health = 0)
-        (HHGear^.Damage <> 0)
-        //or CheckGearDrowning(HHGear)
-        or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
-        or (TurnTimeLeft = 0)
-        // allow brief ground touches - to be fair on this, might need another counter
-        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
-        or ((Gear^.Message and gmAttack) <> 0) then
-            begin
-            with HHGear^ do
-                begin
-                Message := 0;
-                Active := true;
-                State := State or gstMoving
-                end;
-            DeleteGear(Gear);
-            isCursorVisible := false;
-            ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //    if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
-
-//    Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
-
-//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
-            end
-end;
-
-procedure doStepJetpack(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    Gear^.Pos:= 0;
-    Gear^.doStep := @doStepJetpackWork;
-
-    HHGear := Gear^.Hedgehog^.Gear;
-    FollowGear := HHGear;
-    AfterAttack;
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
-
-        if (dY < _0_1) and (dY > -_0_1) then
-            begin
-            Gear^.State := Gear^.State or gsttmpFlag;
-            dY := dY - _0_2
-            end
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBirdyDisappear(Gear: PGear);
-begin
-    AllInactive := false;
-    Gear^.Pos := 0;
-    if Gear^.Timer < 2000 then
-        inc(Gear^.Timer, 1)
-    else
-        begin
-        DeleteGear(Gear);
-        end;
-end;
-
-procedure doStepBirdyFly(Gear: PGear);
-var
-    HHGear: PGear;
-    fuel, i: LongInt;
-    move: hwFloat;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    if HHGear = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    move := _0_2;
-    fuel := 50;
-
-    if Gear^.Pos > 0 then
-        dec(Gear^.Pos, 1)
-    else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
-            Gear^.Pos := 500;
-
-    if HHGear^.dX.isNegative then
-        Gear^.Tag := -1
-    else
-        Gear^.Tag := 1;
-
-    if (HHGear^.Message and gmUp) <> 0 then
-        begin
-        if (not HHGear^.dY.isNegative)
-        or (HHGear^.Y > -_256) then
-            HHGear^.dY := HHGear^.dY - move;
-
-        dec(Gear^.Health, fuel);
-        Gear^.MsgParam := Gear^.MsgParam or gmUp;
-        end;
-
-    if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
-    if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
-        begin
-        HHGear^.dX := HHGear^.dX + (move * _0_1);
-        dec(Gear^.Health, fuel div 5);
-        Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
-        end;
-
-    if Gear^.Health < 0 then
-        Gear^.Health := 0;
-
-    if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
-        for i:= ((500-Gear^.Health) div 250) downto 0 do
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
-
-    if (HHGear^.Message and gmAttack <> 0) then
-        begin
-        HHGear^.Message := HHGear^.Message and (not gmAttack);
-        if Gear^.FlightTime > 0 then
-            begin
-            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
-            PlaySound(sndBirdyLay);
-            dec(Gear^.FlightTime)
-            end;
-        end;
-
-    if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
-        Gear^.State := Gear^.State and (not gsttmpFlag);
-
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstMoving;
-
-    Gear^.X := HHGear^.X;
-    Gear^.Y := HHGear^.Y - int2hwFloat(32);
-    // For some reason I need to reapply followgear here, something else grabs it otherwise.
-    // this is probably not needed anymore
-    if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
-
-    if ((Gear^.State and gsttmpFlag) = 0)
-    or (HHGear^.dY < _0) then
-        doStepHedgehogMoving(HHGear);
-
-    if  (Gear^.Health = 0)
-        or (HHGear^.Damage <> 0)
-        or CheckGearDrowning(HHGear)
-        or (TurnTimeLeft = 0)
-        // allow brief ground touches - to be fair on this, might need another counter
-        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
-        or ((Gear^.Message and gmAttack) <> 0) then
-            begin
-            with HHGear^ do
-                begin
-                Message := 0;
-                Active := true;
-                State := State or gstMoving
-                end;
-            Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
-            if HHGear^.dY < _0 then
-                begin
-                Gear^.dX := HHGear^.dX;
-                Gear^.dY := HHGear^.dY;
-                end;
-            Gear^.Timer := 0;
-            Gear^.doStep := @doStepBirdyDisappear;
-            CurAmmoGear := nil;
-            isCursorVisible := false;
-            AfterAttack;
-            end
-end;
-
-procedure doStepBirdyDescend(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    if Gear^.Timer > 0 then
-        dec(Gear^.Timer, 1)
-    else if Gear^.Hedgehog^.Gear = nil then
-        begin
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
-    if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
-        begin
-        if Gear^.Timer = 0 then
-            Gear^.Y := Gear^.Y + _0_1
-        end
-    else if Gear^.Timer = 0 then
-        begin
-        Gear^.doStep := @doStepBirdyFly;
-        HHGear^.dY := -_0_2
-        end
-end;
-
-procedure doStepBirdyAppear(Gear: PGear);
-begin
-    Gear^.Pos := 0;
-    if Gear^.Timer < 2000 then
-        inc(Gear^.Timer, 1)
-    else
-        begin
-        Gear^.Timer := 500;
-        Gear^.dX := _0;
-        Gear^.dY := _0;
-        Gear^.State :=  Gear^.State and (not gstAnimation);
-        Gear^.doStep := @doStepBirdyDescend;
-        end
-end;
-
-procedure doStepBirdy(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    gear^.State :=  gear^.State or gstAnimation and (not gstTmpFlag);
-    Gear^.doStep := @doStepBirdyAppear;
-
-    if CurrentHedgehog = nil then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    HHGear := CurrentHedgehog^.Gear;
-
-    if HHGear^.dX.isNegative then
-        Gear^.Tag := -1
-    else
-        Gear^.Tag := 1;
-    Gear^.Pos := 0;
-    AllInactive := false;
-    FollowGear := HHGear;
-    with HHGear^ do
-        begin
-        State := State and (not gstAttacking);
-        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepEggWork(Gear: PGear);
-var
-    vg: PVisualGear;
-    i: LongInt;
-begin
-    AllInactive := false;
-    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)] <= lfAllObjMask)
-    or (Gear^.Timer < 1)
-    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
-    or (hwRound(Gear^.Y) > cWaterLine) then
-        begin
-        deleteGear(Gear);
-        EXIT;
-        end;
-
-    if (TurnTimeLeft < 1)
-    or (Gear^.Health < 1) then
-        dec(Gear^.Timer);
-
-    if Gear^.Timer < 10000 then
-        gear^.RenderTimer := true;
-
-    // abort if there is no other portal connected to this one
-    if (Gear^.LinkedGear = nil) then
-        exit;
-    if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
-        exit;
-
-    conPortal := Gear^.LinkedGear;
-
-    // check all gears for stuff to port through
-    iterator := nil;
-    while true do
-    begin
-
-        // iterate through GearsList
-        if iterator = nil then
-            iterator := GearsList
-        else
-            iterator := iterator^.NextGear;
-
-        // end of list?
-        if iterator = nil then
-            break;
-
-        // don't port portals or other gear that wouldn't make sense
-        if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
-        or (iterator^.PortalCounter > 32) then
-            continue;
-
-        // don't port hogs on rope
-        // TODO: this will also prevent hogs while falling after rope use from
-        //       falling through portals... fix that!
-
-        // check if gear fits through portal
-        if (iterator^.Radius > Gear^.Radius) then
-            continue;
-
-        // this is the max range we accept incoming gears in
-        r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
-
-        // too far away?
-        if (iterator^.X < Gear^.X - r)
-        or (iterator^.X > Gear^.X + r)
-        or (iterator^.Y < Gear^.Y - r)
-        or (iterator^.Y > Gear^.Y + r) then
-            continue;
-
-        hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
-
-        // in case the object is not moving, let's asume it's falling towards the portal
-        if not hasdxy then
-            begin
-            if Gear^.Y < iterator^.Y then
-                continue;
-            ox:= Gear^.X - iterator^.X;
-            oy:= Gear^.Y - iterator^.Y;
-            end
-        else
-            begin
-            ox:= iterator^.dX;
-            oy:= iterator^.dY;
-            end;
-
-        // cake will need extra treatment... it's so delicious and moist!
-        iscake:= (iterator^.Kind = gtCake);
-
-        // won't port stuff that does not move towards the front/portal entrance
-        if iscake then
-            begin
-            if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
-                continue;
-            end
-        else
-            if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
-                continue;
-
-        isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
-
-        r:= int2hwFloat(iterator^.Radius);
-
-        if not (isbullet or iscake) then
-            begin
-            // wow! good candidate there, let's see if the distance and direction is okay!
-            if hasdxy then
-                begin
-                s := Distance(iterator^.dX, iterator^.dY);
-                // if the resulting distance is 0 skip this gear
-                if s.QWordValue = 0 then
-                    continue;
-                s := r / s;
-                ox:= iterator^.X + s * iterator^.dX;
-                oy:= iterator^.Y + s * iterator^.dY;
-                end
-            else
-                begin
-                ox:= iterator^.X;
-                oy:= iterator^.Y + r;
-                end;
-
-            if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
-                continue;
-            end;
-
-        // draw bullet trail
-        if isbullet then
-            spawnBulletTrail(iterator);
-
-        // calc gear offset in portal vector direction
-        ox := (iterator^.X - Gear^.X);
-        oy := (iterator^.Y - Gear^.Y);
-        poffs:= (Gear^.dX * ox + Gear^.dY * oy);
-
-        if not isBullet and poffs.isNegative then
-            continue;
-
-        // only port bullets close to the portal
-        if isBullet and (not (hwAbs(poffs) < _3)) then
-            continue;
-
-        //
-        // gears that make it till here will definately be ported
-        //
-        // (but old position/movement vector might be restored in case there's
-        // not enough space on the other side)
-        //
-
-        resetr  := iterator^.Radius;
-        resetx  := iterator^.X;
-        resety  := iterator^.Y;
-        resetdx := iterator^.dX;
-        resetdy := iterator^.dY;
-
-        // create a normal of the portal vector, but ...
-        nx := Gear^.dY;
-        ny := Gear^.dX;
-        // ... decide where the top is based on the hog's direction when firing the portal
-        if Gear^.Elasticity.isNegative then
-            nx.isNegative := (not nx.isNegative)
-        else
-            ny.isNegative := not ny.isNegative;
-
-        // calc gear offset in portal normal vector direction
-        noffs:= (nx * ox + ny * oy);
-
-        if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
-            continue;
-
-        // avoid gravity related loops of not really moving gear
-        if not (iscake or isbullet)
-        and (Gear^.dY.isNegative)
-        and (conPortal^.dY.isNegative)
-        and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
-        and (iterator^.PortalCounter > 0) then
-            continue;
-
-        // calc gear speed along to the vector and the normal vector of the portal
-        if hasdxy then
-            begin
-            pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
-            nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
-            end
-        else
-            begin
-            pspeed:= hwAbs(cGravity * oy);
-            nspeed:= _0;
-            end;
-
-        // creating normal vector of connected (exit) portal
-        nx := conPortal^.dY;
-        ny := conPortal^.dX;
-        if conPortal^.Elasticity.isNegative then
-            nx.isNegative := (not nx.isNegative)
-        else
-            ny.isNegative := not ny.isNegative;
-
-        // inverse cake's normal movement direction,
-        // as if it just walked through a hole
-        //if iscake then nspeed.isNegative:= not nspeed.isNegative;
-
-//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
-        iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
-        iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
-
-        // make the gear's exit position close to the portal while
-        // still respecting the movement direction
-
-        // determine the distance (in exit vector direction)
-        // that we want the gear at
-        if iscake then
-            ox:= (r - _0_7)
-        else
-            ox:= (r * _1_5);
-        s:= ox / poffs;
-        poffs:= ox;
-        if (nspeed.QWordValue <> 0)
-        and (pspeed > _0) then
-            noffs:= noffs * s * (nspeed / pspeed);
-
-        // move stuff with high normal offset closer to the portal's center
-        if not isbullet then
-            begin
-            s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
-            if s > _0 then
-                noffs:= noffs - SignAs(s,noffs)
-            end;
-
-        iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
-        iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
-
-        if not hasdxy and (not (conPortal^.dY.isNegative)) then
-            begin
-            iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
-            end;
-
-        // see if the space on the exit side actually is enough
-
-        if not (isBullet or isCake) then
-            begin
-            // TestCollisionXwithXYShift requires a hwFloat for xShift
-            ox.QWordValue := _1.QWordValue;
-            ox.isNegative := not iterator^.dX.isNegative;
-
-            sx := hwSign(iterator^.dX);
-            sy := hwSign(iterator^.dY);
-
-            if iterator^.Radius > 1 then
-                iterator^.Radius := iterator^.Radius - 1;
-
-            // check front
-            isCollision := TestCollisionY(iterator, sy)
-                        or TestCollisionX(iterator, sx);
-
-            if not isCollision then
-                begin
-                // check center area (with half the radius so that the
-                // the square check won't check more pixels than we want to)
-                iterator^.Radius := 1 + resetr div 2;
-                rh := resetr div 4;
-                isCollision := TestCollisionYwithXYShift(iterator,       0, -sy * rh, sy, false)
-                            or TestCollisionXwithXYShift(iterator, ox * rh,        0, sx, false);
-                end;
-
-            iterator^.Radius := resetr;
-
-            if isCollision then
-                begin
-                // collision! oh crap! go back!
-                iterator^.X  := resetx;
-                iterator^.Y  := resety;
-                iterator^.dX := resetdx;
-                iterator^.dY := resetdy;
-                continue;
-                end;
-            end;
-
-        //
-        // You're now officially portaled!
-        //
-
-        // Until loops are reliably broken
-        if iscake then
-            iterator^.PortalCounter:= 33
-        else
-            begin
-            inc(iterator^.PortalCounter);
-            iterator^.Active:= true;
-            iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
-            end;
-
-        // is it worth adding an arcsin table?  Just how often would we end up doing something like this?
-        // SYNCED ANGLE UPDATE
-        if iterator^.Kind = gtRCPlane then
-            begin
-            // recycling as temp vars
-            resety.isNegative:= false;
-            resety.QWordValue:= 4294967296 * 112;
-            resetx.isNegative:= false;
-            resetx.QWordValue:= 4294967296 * 35;
-            resetdx.isNegative:= false;
-            resetdx.QWordValue:= 4294967296 * 1152;
-
-            resetdy:=hwAbs(iterator^.dX*4);
-            resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
-            iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
-            if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
-            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
-            end
-        // VISUAL USE OF ANGLE ONLY
-        else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
-            begin
-            iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
-            iterator^.Angle:= 2048-iterator^.Angle;
-            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
-            end;
-
-        if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
-        and (iterator = CurrentHedgehog^.Gear)
-        and (CurAmmoGear <> nil)
-        and (CurAmmoGear^.Kind =gtRope) then
-               CurAmmoGear^.PortalCounter:= 1;
-
-        if not isbullet and (iterator^.State and gstInvisible = 0)
-        and (iterator^.Kind <> gtFlake) then
-            FollowGear := iterator;
-
-        // store X/Y values of exit for net bullet trail
-        if isbullet then
-            begin
-            iterator^.Elasticity:= iterator^.X;
-            iterator^.Friction  := iterator^.Y;
-            end;
-
-        if Gear^.Health > 1 then
-            dec(Gear^.Health);
-    end;
-end;
-
-
-
-procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var
-    CurWeapon: PAmmo;
-begin
-    if CurrentHedgehog <> nil then
-        with CurrentHedgehog^ do
-            begin
-            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
-            if (CurAmmoType = amPortalGun) then
-                begin
-                if not destroyGear then
-                    begin
-                    // switch color of ball to opposite of oldPortal
-                    if (oldPortal^.Tag and 2) = 0 then
-                        CurWeapon^.Pos:= 1
-                    else
-                        CurWeapon^.Pos:= 0;
-                    end;
-
-                // make the ball visible
-                CurWeapon^.Timer := 0;
-                end
-            end;
-    if destroyGear then
-        oldPortal^.Timer:= 0;
-end;
-
-procedure doStepMovingPortal_real(Gear: PGear);
-var
-    x, y, tx, ty: LongInt;
-    s: hwFloat;
-begin
-    x := hwRound(Gear^.X);
-    y := hwRound(Gear^.Y);
-    tx := 0;
-    ty := 0;
-    // avoid compiler hints
-
-    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
-        begin
-        Gear^.State := Gear^.State or gstCollision;
-        Gear^.State := Gear^.State and (not gstMoving);
-
-        if (Land[y, x] and lfBouncy <> 0)
-        or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
-        or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
-            begin
-            loadNewPortalBall(Gear, true);
-            EXIT;
-            end;
-
-        // making a normalized normal vector
-        s := _1/DistanceI(tx,ty);
-        Gear^.dX :=  s * ty;
-        Gear^.dY := -s * tx;
-
-        Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
-        if not Gear^.dX.isNegative then
-            Gear^.DirAngle := 180-Gear^.DirAngle;
-
-        if ((Gear^.LinkedGear = nil)
-        or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
-            begin
-            loadNewPortalBall(Gear, false);
-            inc(Gear^.Tag);
-            Gear^.doStep := @doStepPortal;
-        end
-        else
-            loadNewPortalBall(Gear, true);
-    end
-
-    else if (y > cWaterLine)
-    or (y < -max(LAND_WIDTH,4096))
-    or (x > 2*max(LAND_WIDTH,4096))
-    or (x < -max(LAND_WIDTH,4096)) then
-        loadNewPortalBall(Gear, true);
-end;
-
-procedure doStepMovingPortal(Gear: PGear);
-begin
-    doPortalColorSwitch();
-    doStepPerPixel(Gear, @doStepMovingPortal_real, true);
-    if (Gear^.Timer < 1)
-    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
-        deleteGear(Gear);
-end;
-
-procedure doStepPortalShot(newPortal: PGear);
-var
-    iterator: PGear;
-    s: hwFloat;
-    CurWeapon: PAmmo;
-begin
-    s:= Distance (newPortal^.dX, newPortal^.dY);
-
-    // Adds the hog speed (only that part in/directly against shot direction)
-    // to the shot speed (which we triple previously btw)
-    // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
-    // to the scaler)
-    s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
-    newPortal^.dX := newPortal^.dX * s;
-    newPortal^.dY := newPortal^.dY * s;
-
-    newPortal^.LinkedGear := nil;
-
-    if CurrentHedgehog <> nil then
-        with CurrentHedgehog^ do
-            begin
-            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
-            // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
-            newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
-            // when doing a backjump the dx is the opposite of the facing direction
-            if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
-                newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
-
-            // make portal gun look unloaded
-            if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
-                CurWeapon^.Timer := CurWeapon^.Timer or 2;
-
-            iterator := GearsList;
-            while iterator <> nil do
-                begin
-                if (iterator^.Kind = gtPortal) then
-                    if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
-                        begin
-                        if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
-                            begin
-                            iterator^.Timer:= 0;
-                            end
-                        else
-                            begin
-                            // link portals with each other
-                            newPortal^.LinkedGear := iterator;
-                            iterator^.LinkedGear := newPortal;
-                            iterator^.Health := newPortal^.Health;
-                            end;
-                        end;
-                iterator^.PortalCounter:= 0;
-                iterator := iterator^.NextGear
-                end;
-
-            if newPortal^.LinkedGear <> nil then
-                begin
-                // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
-                iterator:= GearsList;
-                while iterator <> nil do
-                    begin
-                    if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
-                    or ((iterator^.Message and gmAllStoppable) = 0)) then
-                            begin
-                            iterator^.Active:= true;
-                            if iterator^.dY.QWordValue = 0 then
-                                iterator^.dY.isNegative:= false;
-                            iterator^.State:= iterator^.State or gstMoving;
-                            DeleteCI(iterator);
-                        //inc(iterator^.dY.QWordValue,10);
-                            end;
-                    iterator:= iterator^.NextGear
-                    end
-                end
-            end;
-    newPortal^.State := newPortal^.State and (not gstCollision);
-    newPortal^.State := newPortal^.State or gstMoving;
-    newPortal^.doStep := @doStepMovingPortal;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPiano(Gear: PGear);
-var
-    r0, r1: LongInt;
-    odY: hwFloat;
-begin
-    AllInactive := false;
-    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
-        ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
-            begin
-                case CurrentHedgehog^.Gear^.MsgParam of
-                0: PlaySound(sndPiano0);
-                1: PlaySound(sndPiano1);
-                2: PlaySound(sndPiano2);
-                3: PlaySound(sndPiano3);
-                4: PlaySound(sndPiano4);
-                5: PlaySound(sndPiano5);
-                6: PlaySound(sndPiano6);
-                7: PlaySound(sndPiano7);
-                else PlaySound(sndPiano8);
-            end;
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
-        CurrentHedgehog^.Gear^.MsgParam := 0;
-        CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
-        end;
-
-    if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
-        begin
-        Gear^.dY := Gear^.dY + cGravity * 2;
-        Gear^.Y := Gear^.Y + Gear^.dY;
-        if CheckGearDrowning(Gear) then
-            begin
-            Gear^.Y:= Gear^.Y + _50;
-            OnUsedAmmo(CurrentHedgehog^);
-            if CurrentHedgehog^.Gear <> nil then
-                begin
-                // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
-                CurrentHedgehog^.Gear^.Active := true;
-                CurrentHedgehog^.Gear^.X := Gear^.X;
-                CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
-                CurrentHedgehog^.Unplaced := false;
-                if TagTurnTimeLeft = 0 then
-                    TagTurnTimeLeft:= TurnTimeLeft;
-                TurnTimeLeft:= 0
-                end;
-            ResumeMusic
-            end;
-        exit
-        end;
-
-    odY:= Gear^.dY;
-    doStepFallingGear(Gear);
-
-    if (Gear^.State and gstDrowning) <> 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _50;
-        OnUsedAmmo(CurrentHedgehog^);
-        if CurrentHedgehog^.Gear <> nil then
-            begin
-            // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
-            CurrentHedgehog^.Gear^.Active := true;
-            CurrentHedgehog^.Gear^.X := Gear^.X;
-            CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
-            CurrentHedgehog^.Unplaced := false;
-            if TagTurnTimeLeft = 0 then
-                TagTurnTimeLeft:= TurnTimeLeft;
-            TurnTimeLeft:= 0
-            end;
-        ResumeMusic
-        end
-    else if (Gear^.State and gstCollision) <> 0 then
-        begin
-        r0 := GetRandom(21);
-        r1 := GetRandom(21);
-        doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
-        doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
-        for r0:= 0 to 4 do
-            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
-        Gear^.dY := cGravity * 2 - odY;
-        Gear^.Pos := Gear^.Pos + 1;
-        end
-    else
-        Gear^.dY := Gear^.dY + cGravity * 2;
-    // let it fall faster so itdoesn't take too long for the whole attack
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSineGunShotWork(Gear: PGear);
-var
-    x, y, rX, rY, t, tmp, initHealth: LongInt;
-    oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
-    justCollided: boolean;
-begin
-    AllInactive := false;
-    initHealth := Gear^.Health;
-    lX := Gear^.X;
-    lY := Gear^.Y;
-    ldX := Gear^.dX;
-    ldY := Gear^.dY;
-    sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
-    ldX := ldX * sdy;
-    ldY := ldY * sdy;
-    sdY := hwAbs(ldX) + hwAbs(ldY);
-    sdX := _1 - hwAbs(ldX/sdY);
-    sdY := _1 - hwAbs(ldY/sdY);
-    if (ldX.isNegative = ldY.isNegative) then
-        sdY := -sdY;
-
-    // initial angle depends on current GameTicks
-    t := getRandom(4096);
-
-
-    // used for a work-around detection of area that is within land array, but outside borders
-    justCollided := false;
-
-    repeat
-        lX := lX + ldX;
-        lY := lY + ldY;
-        oX := Gear^.X;
-        oY := Gear^.Y;
-        rX := hwRound(oX);
-        rY := hwRound(oY);
-        tmp := t mod 4096;
-        amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
-        sine := amp * AngleSin(tmp mod 2048);
-        sine.isNegative := (tmp < 2048);
-        inc(t,Gear^.Health div 313);
-        Gear^.X := lX + (sine * sdX);
-        Gear^.Y := ly + (sine * sdY);
-        Gear^.dX := Gear^.X - oX;
-        Gear^.dY := Gear^.Y - oY;
-
-        x := hwRound(Gear^.X);
-        y := hwRound(Gear^.Y);
-
-        // if borders are on, stop outside land array
-        if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
-            begin
-            Gear^.Damage := 0;
-            Gear^.Health := 0;
-            end
-        else
-            begin
-            if (rY <= cWaterLine) or (y <= cWaterLine) then
-                begin
-                if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
-                    and (Land[y, x] <> 0) then
-                        begin
-                            if justCollided then
-                                begin
-                                Gear^.Damage := 0;
-                                Gear^.Health := 0;
-                                end
-                            else
-                                begin
-                                inc(Gear^.Damage,3);
-                                justCollided := true;
-                                end;
-                        end
-                else
-                    justCollided := false;
-
-                // kick nearby hogs, dig tunnel and add some fire
-                // if at least 5 collisions occured
-                if Gear^.Damage > 0 then
-                    begin
-                    DrawExplosion(rX,rY,Gear^.Radius);
-
-                    // kick nearby hogs
-                    AmmoShove(Gear, 35, 50);
-
-                    dec(Gear^.Health, Gear^.Damage);
-                    Gear^.Damage := 0;
-
-                    // add some fire to the tunnel
-                    if getRandom(6) = 0 then
-                        begin
-                        tmp:= GetRandom(2 * Gear^.Radius);
-                        AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
-                        end
-                    end;
-
-                if random(100) = 0 then
-                    AddVisualGear(x, y, vgtSmokeTrace);
-                end
-                else dec(Gear^.Health, 5); // if underwater get additional damage
-            end;
-
-        dec(Gear^.Health);
-
-        // decrease bullet size towards the end
-        if (Gear^.Radius > 4) then
-            begin
-            if (Gear^.Health <= (initHealth div 3)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 3) then
-            begin
-            if (Gear^.Health <= (initHealth div 4)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 2) then begin
-            if (Gear^.Health <= (initHealth div 5)) then
-                dec(Gear^.Radius)
-            end
-        else if (Gear^.Radius > 1) then
-            begin
-            if (Gear^.Health <= (initHealth div 6)) then
-                dec(Gear^.Radius)
-            end;
-
-    until (Gear^.Health <= 0);
-
-    DeleteGear(Gear);
-    AfterAttack;
-end;
-
-procedure doStepSineGunShot(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    PlaySound(sndSineGun);
-
-    // push the shooting Hedgehog back
-    HHGear := CurrentHedgehog^.Gear;
-    Gear^.dX.isNegative := not Gear^.dX.isNegative;
-    Gear^.dY.isNegative := not Gear^.dY.isNegative;
-    HHGear^.dX := Gear^.dX;
-    HHGear^.dY := Gear^.dY;
-    AmmoShove(Gear, 0, 80);
-    Gear^.dX.isNegative := not Gear^.dX.isNegative;
-    Gear^.dY.isNegative := not Gear^.dY.isNegative;
-
-    Gear^.doStep := @doStepSineGunShotWork;
-    with mobileRecord do
-        if (performRumble <> nil) and (not fastUntilLag) then
-            performRumble(kSystemSoundID_Vibrate);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlamethrowerWork(Gear: PGear);
-var
-    HHGear, flame: PGear;
-    rx, ry, speed: hwFloat;
-    i, gX, gY: LongInt;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
-    if (GameTicks and $FF) = 0 then
-        begin
-        if (HHGear^.Message and gmRight) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
-                inc(Gear^.Tag)
-            else if Gear^.Tag > 5 then
-                dec(Gear^.Tag);
-            end
-        else if (HHGear^.Message and gmLeft) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
-                dec(Gear^.Tag)
-            else if Gear^.Tag < 20 then
-                inc(Gear^.Tag);
-            end
-        end;
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        dec(Gear^.Health);
-        if (Gear^.Health mod 5) = 0 then
-            begin
-            rx := rndSign(getRandomf * _0_1);
-            ry := rndSign(getRandomf * _0_1);
-            speed := _0_5 * (_10 / Gear^.Tag);
-
-            flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
-                    SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                    AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-            flame^.CollisionMask:= lfNotCurrentMask;
-
-            if (Gear^.Health mod 30) = 0 then
-                begin
-                flame:= AddGear(gx, gy, gtFlame, 0,
-                        SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                        AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-                flame^.CollisionMask:= lfNotCurrentMask;
-                end
-            end;
-        Gear^.Timer:= Gear^.Tag
-        end;
-
-    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
-        begin
-        DeleteGear(Gear);
-        AfterAttack
-        end
-    else
-        begin
-        i:= Gear^.Health div 5;
-        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-            begin
-            Gear^.Damage:= i;
-            FreeTexture(Gear^.Tex);
-            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
-                         '%', cWhiteColor, fntSmall)
-            end
-        end
-end;
-
-procedure doStepFlamethrower(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepFlamethrowerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepLandGunWork(Gear: PGear);
-var
-    HHGear, land: PGear;
-    rx, ry, speed: hwFloat;
-    i, gX, gY: LongInt;
-begin
-    AllInactive := false;
-    HHGear := Gear^.Hedgehog^.Gear;
-    HedgehogChAngle(HHGear);
-    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
-    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
-    if (GameTicks and $FF) = 0 then
-        begin
-        if (HHGear^.Message and gmRight) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
-                inc(Gear^.Tag)
-            else if Gear^.Tag > 5 then
-                dec(Gear^.Tag);
-            end
-        else if (HHGear^.Message and gmLeft) <> 0 then
-            begin
-            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
-                dec(Gear^.Tag)
-            else if Gear^.Tag < 20 then
-                inc(Gear^.Tag);
-            end
-        end;
-
-    dec(Gear^.Timer);
-    if Gear^.Timer = 0 then
-        begin
-        dec(Gear^.Health);
-
-        rx := rndSign(getRandomf * _0_1);
-        ry := rndSign(getRandomf * _0_1);
-        speed := (_3 / Gear^.Tag);
-
-        land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
-                SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
-                AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
-        land^.CollisionMask:= lfNotCurrentMask;
-
-        Gear^.Timer:= Gear^.Tag
-        end;
-
-    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
-        begin
-        HHGear^.Message:= HHGear^.Message and (not gmAttack);
-        DeleteGear(Gear);
-        AfterAttack
-        end
-    else
-        begin
-        i:= Gear^.Health div 10;
-        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-            begin
-            Gear^.Damage:= i;
-            FreeTexture(Gear^.Tex);
-            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
-                         '%', cWhiteColor, fntSmall)
-            end
-        end
-end;
-
-procedure doStepLandGun(Gear: PGear);
-var
-    HHGear: PGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
-    HHGear^.State := HHGear^.State or gstNotKickable;
-    Gear^.doStep := @doStepLandGunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPoisonCloud(Gear: PGear);
-begin
-    if Gear^.Timer = 0 then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-    dec(Gear^.Timer);
-    Gear^.X:= Gear^.X + Gear^.dX;
-    Gear^.Y:= Gear^.Y + Gear^.dY;
-    Gear^.dX := Gear^.dX + cWindSpeed / 4;
-    Gear^.dY := Gear^.dY + cGravity / 100;
-    if (GameTicks and $FF) = 0 then
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
-    AllInactive:= false;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHammer(Gear: PGear);
-var HHGear, tmp, tmp2: PGear;
-         t: PGearArray;
-         i: LongInt;
-begin
-HHGear:= Gear^.Hedgehog^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-t:= CheckGearsCollision(Gear);
-
-for i:= 5 downto 0 do
-    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-i:= t^.Count;
-while i > 0 do
-    begin
-    dec(i);
-    tmp:= t^.ar[i];
-    if (tmp^.State and gstNoDamage) = 0 then
-        if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
-            begin
-            //tmp^.State:= tmp^.State or gstFlatened;
-            if not tmp^.Invulnerable then
-                ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
-            //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
-            tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
-            tmp2^.LinkedGear:= tmp;
-            SetAllToActive
-            end
-        else
-            begin
-            end
-    end;
-
-HHGear^.State:= HHGear^.State and (not gstNoDamage);
-Gear^.Timer:= 250;
-Gear^.doStep:= @doStepIdle
-end;
-
-procedure doStepHammerHitWork(Gear: PGear);
-var
-    i, j, ei: LongInt;
-    HitGear: PGear;
-begin
-    AllInactive := false;
-    HitGear := Gear^.LinkedGear;
-    dec(Gear^.Timer);
-    if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-
-    if (Gear^.Timer mod 5) = 0 then
-        begin
-        AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-        i := hwRound(Gear^.X) - HitGear^.Radius + 2;
-        ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
-        for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
-        for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
-        while i <= ei do
-            begin
-            for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
-            inc(i, 1)
-            end;
-
-        if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
-           , lfIndestructible) then
-            begin
-            //Gear^.X := Gear^.X + Gear^.dX;
-            Gear^.Y := Gear^.Y + _1_9
-            end;
-        end;
-    if TestCollisionYwithGear(Gear, 1) <> 0 then
-        begin
-        Gear^.dY := _0;
-        SetLittle(HitGear^.dX);
-        HitGear^.dY := _0;
-        end
-    else
-        begin
-        //Gear^.dY := Gear^.dY + cGravity;
-        //Gear^.Y := Gear^.Y + Gear^.dY;
-        if hwRound(Gear^.Y) > cWaterLine then
-            Gear^.Timer := 1
-        end;
-
-    //Gear^.X := Gear^.X + HitGear^.dX;
-    HitGear^.X := Gear^.X;
-    HitGear^.Y := Gear^.Y;
-    SetLittle(HitGear^.dY);
-    HitGear^.Active:= true;
-end;
-
-procedure doStepHammerHit(Gear: PGear);
-var
-    i, y: LongInt;
-    ar: TRangeArray;
-    HHGear: PGear;
-begin
-    i := 0;
-    HHGear := Gear^.Hedgehog^.Gear;
-
-    y := hwRound(Gear^.Y) - cHHRadius * 2;
-    while y < hwRound(Gear^.Y) do
-        begin
-        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
-        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
-        inc(y, 2);
-        inc(i)
-        end;
-
-    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
-    Gear^.dY := HHGear^.dY;
-    DeleteCI(HHGear);
-
-    doStepHammerHitWork(Gear);
-    Gear^.doStep := @doStepHammerHitWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepResurrectorWork(Gear: PGear);
-var
-    graves: PGearArrayS;
-    resgear: PGear;
-    hh: PHedgehog;
-    i: LongInt;
-begin
-    if (TurnTimeLeft > 0) then
-        dec(TurnTimeLeft);
-
-    AllInactive := false;
-    hh := Gear^.Hedgehog;
-
-    // no, you can't do that here
-    {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
-            cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
-    }
-    (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
-            $FF);*)
-
-    if ((Gear^.Message and gmUp) <> 0) then
-        begin
-        if (GameTicks and $F) <> 0 then
-        exit;
-        end
-    else if (GameTicks and $1FF) <> 0 then
-        exit;
-
-    if Gear^.Power < 45 then
-        begin
-        inc(Gear^.Power);
-        if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
-            hh^.Gear^.Y := hh^.Gear^.Y - _1;
-        end;
-
-    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
-    if graves.size = 0 then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        exit;
-        end;
-
-    if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
-        begin
-        if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
-        dec(hh^.Gear^.Health);
-        if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
-            hh^.Gear^.Damage:= 1;
-        RenderHealth(hh^);
-        RecountTeamHealth(hh^.Team);
-        inc(graves.ar^[Gear^.Tag]^.Health);
-        inc(Gear^.Tag)
-{-for i:= 0 to High(graves) do begin
-            if hh^.Gear^.Health > 0 then begin
-                dec(hh^.Gear^.Health);
-                inc(graves[i]^.Health);
-            end;
-        end; -}
-        end
-    else
-        begin
-        // now really resurrect the hogs with the hp saved in the graves
-        for i:= 0 to graves.size - 1 do
-            if graves.ar^[i]^.Health > 0 then
-                begin
-                resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
-                resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
-                resgear^.Health := graves.ar^[i]^.Health;
-                PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
-                graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
-                graves.ar^[i]^.Active:= true;
-                RenderHealth(resgear^.Hedgehog^);
-                RecountTeamHealth(resgear^.Hedgehog^.Team);
-                resgear^.Hedgehog^.Effects[heResurrected]:= 1;
-                // only make hat-less hedgehogs look like zombies, preserve existing hats
-
-                if resgear^.Hedgehog^.Hat = 'NoHat' then
-                    LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
-                end;
-
-        hh^.Gear^.dY := _0;
-        hh^.Gear^.dX := _0;
-        doStepHedgehogMoving(hh^.Gear);
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        end
-    //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
-end;
-
-procedure doStepResurrector(Gear: PGear);
-var
-    graves: PGearArrayS;
-    hh: PHedgehog;
-    i: LongInt;
-begin
-    AllInactive := false;
-    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
-    if graves.size > 0 then
-        begin
-        hh := Gear^.Hedgehog;
-        for i:= 0 to graves.size - 1 do
-            begin
-            PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
-            graves.ar^[i]^.Health := 0;
-            end;
-        Gear^.doStep := @doStepResurrectorWork;
-        if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
-            begin
-            if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
-            dec(hh^.Gear^.Health);
-            if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
-                hh^.Gear^.Damage:= 1;
-            RenderHealth(hh^);
-            RecountTeamHealth(hh^.Team);
-            inc(graves.ar^[Gear^.Tag]^.Health);
-            inc(Gear^.Tag)
-            end
-        end
-    else
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.Timer := 250;
-        Gear^.doStep := @doStepIdle;
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepNapalmBomb(Gear: PGear);
-var
-    i, gX, gY: LongInt;
-    dX, dY: hwFloat;
-begin
-    AllInactive := false;
-    doStepFallingGear(Gear);
-    if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
-    begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
-        gX := hwRound(Gear^.X);
-        gY := hwRound(Gear^.Y);
-        for i:= 0 to 10 do
-        begin
-            dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
-            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
-            AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
-            AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
-            AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
-            AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
-        end;
-        DeleteGear(Gear);
-        exit
-    end;
-    if (Gear^.Timer = 0) then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
-        for i:= -19 to 19 do
-           FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
-        DeleteGear(Gear);
-        exit
-        end;
-    if (GameTicks and $3F) = 0 then
-        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-    dec(Gear^.Timer)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepStructure(Gear: PGear);
-var
-    x, y: LongInt;
-    HH: PHedgehog;
-    t: PGear;
-begin
-    HH:= Gear^.Hedgehog;
-
-    if (Gear^.State and gstMoving) <> 0 then
-        begin
-        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 if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
-    end;
-
-end;
-
-procedure doStepTardis(Gear: PGear);
-var i,j,cnt: LongWord;
-    HH: PHedgehog;
-begin
-(*
-    Conditions for not activating.
-    1. Hog is last of his clan
-    2. Sudden Death is in play
-    3. Hog is a king
-*)
-    HH:= Gear^.Hedgehog;
-    if HH^.Gear <> nil then
-    if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
-        begin
-        if HH^.Gear <> nil then
-            begin
-            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
-            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
-            end;
-        PlaySound(sndDenied);
-        DeleteGear(gear);
-        exit
-        end;
-    cnt:= 0;
-    for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
-        for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
-            if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
-            and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
-            and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
-                inc(cnt);
-    if cnt < 2 then
-        begin
-        if HH^.Gear <> nil then
-            begin
-            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
-            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
-            end;
-            PlaySound(sndDenied);
-            DeleteGear(gear);
-            exit
-        end;
-    Gear^.SoundChannel := LoopSound(sndTardis);
-    Gear^.doStep:= @doStepTardisWarp
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-(*
-WIP. The ice gun will have the following effects.  It has been proposed by sheepluva that it take the appearance of a large freezer
-spewing ice cubes.  The cubes will be visual gears only.  The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
-For now we assume a "ray" like a deagle projected out from the gun.
-All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks.  This is a simplifying assumption for "gun was applying freezing effect to the same target".
-  * When fired at water a layer of ice textured land is added above the water.
-  * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
-  * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.  As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.  If the effect is interrupted before reaching the top, the freezing state is cleared.
-A frozen hog will animate differently.  To be decided, but possibly in a similar fashion to a grave when it comes to explosions.  The hog might (possibly) not be damaged by explosions.  This might make freezing potentially useful for friendlies in a bad position.  It might be better to allow damage though.
-A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
-*)
-
-
-procedure updateFuel(Gear: PGear);
-var
-  t:LongInt;
-begin
-    t:= Gear^.Health div 10;
-    if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
-    begin
-    Gear^.Damage:= t;
-    FreeTexture(Gear^.Tex);
-    Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
-              '%', cWhiteColor, fntSmall)
-    end;
-    if Gear^.Message and (gmUp or gmDown) <> 0 then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        Gear^.SoundChannel:= -1;
-        if GameTicks mod 40 = 0 then dec(Gear^.Health)
-        end
-    else 
-        begin
-        if Gear^.SoundChannel = -1 then
-            Gear^.SoundChannel := LoopSound(sndIceBeam);
-        if GameTicks mod 10 = 0 then dec(Gear^.Health)
-        end
-end;
-
-
-procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-//    var
-//    iter:PGear;
-begin
-  with Gear^ do
-  begin
-    dX:= newX;
-    dY:= newY;
-    Pos:= 0;
-    Target.X:= NoPointX;
-    LastDamage:= nil;
-    X:= Hedgehog^.Gear^.X;
-    Y:= Hedgehog^.Gear^.Y;
-  end;
-end;
-
-procedure doStepIceGun(Gear: PGear);
-const iceWaitCollision = 0;
-const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
-const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
-const groundFreezingTime = 1000;
-const iceRadius = 32;
-const iceHeight = 40;
-var
-    HHGear, iter: PGear;
-    landRect: TSDL_Rect;
-    ndX, ndY: hwFloat;
-    i, t, gX, gY: LongInt;
-    hogs: PGearArrayS;
-    vg: PVisualGear;
-begin
-    HHGear := Gear^.Hedgehog^.Gear;
-    if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967)  then
-        begin
-        StopSoundChan(Gear^.SoundChannel);
-        DeleteGear(Gear);
-        AfterAttack;
-        exit
-        end;
-    updateFuel(Gear);
-
-    with Gear^ do
-        begin
-        HedgehogChAngle(HHGear);
-        ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
-        ndY:= -AngleCos(HHGear^.Angle) * _4;
-        if (ndX <> dX) or (ndY <> dY) or
-           ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
-             (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
-            begin
-            updateTarget(Gear, ndX, ndY);
-            Timer := iceWaitCollision;
-            end
-        else
-            begin
-            X:= X + dX;
-            Y:= Y + dY;
-            gX:= hwRound(X);
-            gY:= hwRound(Y);
-            if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
-
-            if Target.X <> NoPointX then
-                begin
-                CheckCollision(Gear);
-                if (State and gstCollision) <> 0 then
-                    begin
-                    if Timer = iceWaitCollision then
-                        begin
-                        Timer := iceCollideWithGround;
-                        Power := GameTicks;
-                        end
-                    end
-                else if (target.y >= cWaterLine) then
-                    begin
-                    if Timer = iceWaitCollision then
-                        begin
-                        Timer := iceCollideWithWater;
-                        Power := GameTicks;
-                        end;
-                    end;
-
-                if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
-                    begin
-                    X:= HHGear^.X;
-                    Y:= HHGear^.Y
-                    end;
-
-                if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
-                    begin
-                    FillRoundInLand(target.x, target.y, iceRadius, icePixel);
-                    landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
-                    landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
-                    landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
-                    landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
-                    UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
-                    
-                    // Freeze nearby mines/explosives/cases too
-                    iter := GearsList;
-                    while iter <> nil do
-                        begin
-                        if (iter^.State and gstFrozen = 0) and
-                           ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and 
-                           (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
-                            begin
-                            for t:= 0 to 5 do
-                                begin
-                                vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
-                                if vg <> nil then
-                                    begin
-                                    i:= random(100) + 155;
-                                    vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
-                                    vg^.Angle:= random(360);
-                                    vg^.dx:= 0.001 * random(80);
-                                    vg^.dy:= 0.001 * random(80)
-                                    end
-                                end;
-                            PlaySound(sndHogFreeze);
-                            if iter^.Kind = gtMine then // dud mine block
-                                begin
-                                iter^.State:= iter^.State or gstFrozen;
-                                vg:= AddVisualGear(hwRound(iter^.X) - 4  + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
-                                if vg <> nil then
-                                    vg^.Scale:= 0.5;
-                                PlaySound(sndVaporize);
-                                iter^.Health := 0;
-                                iter^.Damage := 0;
-                                iter^.State := iter^.State and (not gstAttacking)
-                                end
-                            else if iter^.Kind = gtCase then
-                                begin
-                                DeleteCI(iter);
-                                iter^.State:= iter^.State or gstFrozen;
-                                AddGearCI(iter)
-                                end
-                            else // gtExplosives
-                                begin
-                                iter^.State:= iter^.State or gstFrozen;
-                                iter^.Health:= iter^.Health + cBarrelHealth
-                                end
-                            end;
-                        iter:= iter^.NextGear
-                        end;
-
-                    // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
-                    SetAllHHToActive;
-                    Timer := iceWaitCollision;
-                    end;
-
-                if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
-                    begin
-                    PlaySound(sndHogFreeze);
-                    DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
-                    SetAllHHToActive;
-                    Timer := iceWaitCollision;
-                    end;
-(*
- Any ideas for something that would look good here?
-                if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
-                    begin
-                        vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
-                        if vg <> nil then
-                            begin
-                            i:= random(100) + 155;
-                            vg^.Tint:= IceColor or $FF;
-                            vg^.Angle:= random(360);
-                            vg^.dx:= 0.001 * random(80);
-                            vg^.dy:= 0.001 * random(80)
-                            end
-                    end;
-*)
-
-// freeze nearby hogs
-                hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
-                if hogs.size > 0 then
-                    for i:= 0 to hogs.size - 1 do
-                        if hogs.ar^[i] <> HHGear then
-                            if GameTicks mod 5 = 0 then
-                                begin
-                                hogs.ar^[i]^.Active:= true;
-                                if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
-                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
-                                else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
-                                    begin
-                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
-                                    PlaySound(sndHogFreeze);
-                                    end;
-                                end;
-                inc(Pos)
-                end
-            else if (t > 400) and ((gY > cWaterLine) or
-                    (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
-                        and (Land[gY, gX] <> 0))) then
-                begin
-                Target.X:= gX;
-                Target.Y:= gY;
-                X:= HHGear^.X;
-                Y:= HHGear^.Y
-                end;
-            if (gX > max(LAND_WIDTH,4096)*2) or
-                    (gX < -max(LAND_WIDTH,4096)) or
-                    (gY < -max(LAND_HEIGHT,4096)) or
-                    (gY > max(LAND_HEIGHT,4096)+512) then
-                begin
-                //X:= HHGear^.X;
-                //Y:= HHGear^.Y
-                Target.X:= gX;
-                Target.Y:= gY;
-                end
-        end
-    end;
-end;
-
-procedure doStepAddAmmo(Gear: PGear);
-var a: TAmmoType;
-    gi: PGear;
-begin
-if Gear^.Timer > 0 then dec(Gear^.Timer)
-else
-    begin
-    if Gear^.Pos = posCaseUtility then
-        a:= GetUtility(Gear^.Hedgehog)
-    else
-        a:= GetAmmo(Gear^.Hedgehog);
-    CheckSum:= CheckSum xor GameTicks;
-    gi := GearsList;
-    while gi <> nil do
-        begin
-        with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
-        AddRandomness(CheckSum);
-        if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
-        gi := gi^.NextGear
-        end;
-    AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
-    DeleteGear(Gear)
-    end;
-end;
-
-procedure doStepGenericFaller(Gear: PGear);
-begin
-if Gear^.Timer < $FFFFFFFF then
-    if Gear^.Timer > 0 then
-        dec(Gear^.Timer)
-    else
-        begin
-        DeleteGear(Gear);
-        exit
-        end;
-if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
-    begin
-    doStepFallingGear(Gear);
-    if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
-        begin
-        Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
-        Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
-        Gear^.dX:= _90-(GetRandomf*_360);
-        Gear^.dY:= _90-(GetRandomf*_360)
-        end;
-    end
-end;
-
-procedure doStepCreeper(Gear: PGear);
-var hogs: PGearArrayS;
-    HHGear: PGear;
-    tdX: hwFloat;
-    dir: LongInt;
-begin
-doStepFallingGear(Gear);
-if Gear^.Timer > 0 then dec(Gear^.Timer);
-// creeper sleep phase
-if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
-
-if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
-else HHGear:= nil;
-
-// creeper boom phase
-if (Gear^.State and gstTmpFlag <> 0) then
-    begin
-    if (Gear^.Timer = 0) then
-        begin
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
-        DeleteGear(Gear)
-        end;
-    // ssssss he essssscaped
-    if (Gear^.Timer > 250) and ((HHGear = nil) or
-            (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) >  180) and
-            (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
-        begin
-        Gear^.State:= Gear^.State and (not gstTmpFlag);
-        Gear^.Timer:= 0
-        end;
-    exit
-    end;
-
-// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
-if (HHGear = nil) or (Gear^.Timer = 0) or
-   (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) >  Gear^.Angle) and
-        (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
-    then
-    begin
-    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
-    if hogs.size > 1 then
-        Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
-    else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
-    else Gear^.Hedgehog:= nil;
-    if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
-    exit
-    end;
-
-// we have a target. move the creeper.
-if HHGear <> nil then
-    begin
-    // GOTCHA
-    if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) <  50) and
-         (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
-        begin
-        // hisssssssssss
-        Gear^.State:= Gear^.State or gstTmpFlag;
-        Gear^.Timer:= 1500;
-        exit
-        end;
-    if (Gear^.State and gstMoving <> 0) then
-        begin
-        Gear^.dY:= _0;
-        Gear^.dX:= _0;
-        end
-    else if (GameTicks and $FF = 0) then
-        begin
-        tdX:= HHGear^.X-Gear^.X;
-        dir:= hwSign(tdX);
-        if not TestCollisionX(Gear, dir) then
-            Gear^.X:= Gear^.X + signAs(_1,tdX);
-        if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
-            begin
-            Gear^.dX:= SignAs(_0_15, tdX);
-            Gear^.dY:= -_0_3;
-            Gear^.State:= Gear^.State or gstMoving
-            end
-        end;
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-//    la: hwFloat;
-var   a: real;
-begin
-    // Gear is shrunk so it can actually escape the hog without carving into the terrain
-    if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
-    if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
-    else if Gear^.Damage > 30 then
-        if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
-    Gear^.Damage:= 0;
-    if Gear^.Timer > 0 then dec(Gear^.Timer);
-    if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
-        begin
-        DeleteCI(Gear);
-        Gear^.Radius:= 7;
-        // used for damage and impact calc. needs balancing I think
-        Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
-        doStepFallingGear(Gear);
-        AllInactive := false;
-        a:= Gear^.DirAngle;
-        CalcRotationDirAngle(Gear);
-        Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
-        end
-    else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
-        begin
-        (*ox:= 0; oy:= 0;
-        if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
-        if TestCollisionXwithGear(Gear, 1)       then ox:=  1;
-        if TestCollisionXwithGear(Gear, -1)      then ox:= -1;
-        if TestCollisionYwithGear(Gear, 1) <> 0  then oy:=  1;
-        if Gear^.Health > 0 then
-            PlaySound(sndRopeAttach);
-
-        la:= _10000;
-        if (ox <> 0) or (oy <> 0) then
-            la:= CalcSlopeNearGear(Gear, ox, oy);
-        if la = _10000 then
-            begin
-            // debug for when we couldn't get an angle
-            //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
-            Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
-            if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
-             ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- //           end
- //       else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- //       AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
-        Gear^.dX:= _0;
-        Gear^.dY:= _0;
-        Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
-        Gear^.Radius:= 16;
-        if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
-        Gear^.Health:= 0;
-        Gear^.Timer:= 500;
-        AddGearCI(Gear)
-        end
-    else if GameTicks and $3F = 0 then
-        begin
-        if  (TestCollisionYwithGear(Gear, -1) = 0)
-        and (not TestCollisionXwithGear(Gear, 1))
-        and (not TestCollisionXwithGear(Gear, -1))
-        and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
-        end
-end;
-(*
- This didn't end up getting used, but, who knows, might be reasonable for javellin or something
-// Make the knife initial angle based on the hog attack angle, or is that too hard?
-procedure doStepKnife(Gear: PGear);
-var t,
-    gx, gy, ga,  // gear x,y,angle
-    lx, ly, la, // land x,y,angle
-    ox, oy, // x,y offset
-    w, h,   // wXh of clip area
-    tx, ty  // tip position in sprite
-    : LongInt;
-    surf: PSDL_Surface;
-    s: hwFloat;
-
-begin
-    Gear^.dY := Gear^.dY + cGravity;
-    if (GameFlags and gfMoreWind) <> 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    CheckGearDrowning(Gear);
-    gx:= hwRound(Gear^.X);
-    gy:= hwRound(Gear^.Y);
-    if Gear^.State and gstDrowning <> 0 then exit;
-    with Gear^ do
-        begin
-        if CheckLandValue(gx, gy, lfLandMask) then
-            begin
-            t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
-            if t < 0 then inc(t, 4096)
-            else if 4095 < t then dec(t, 4096);
-            Angle:= t;
-
-            DirAngle:= Angle / 4096 * 360
-            end
-        else
-            begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
-            t:= Angle mod 1024;
-            case t div 128 of
-                0:  begin
-                    ox:=   2; oy:= 5;
-                    w :=  25;  h:= 5;
-                    tx:=   0; ty:= 2
-                    end;
-                1:  begin
-                    ox:=   2; oy:= 15;
-                     w:=  24;  h:=  8;
-                    tx:=   0; ty:=  7
-                    end;
-                2:  begin
-                    ox:=   2; oy:= 27;
-                     w:=  23;  h:= 12;
-                    tx:= -12; ty:= -5
-                    end;
-                3:  begin
-                    ox:=   2; oy:= 43;
-                     w:=  21;  h:= 15;
-                    tx:=   0; ty:= 14
-                    end;
-                4:  begin
-                    ox:= 29; oy:=  8;
-                     w:= 19;  h:= 19;
-                    tx:=  0; ty:= 17
-                    end;
-                5:  begin
-                    ox:= 29; oy:=  32;
-                     w:= 15;  h:=  21;
-                    tx:=  0; ty:=  20
-                    end;
-                6:  begin
-                    ox:= 51; oy:=   3;
-                     w:= 11;  h:=  23;
-                    tx:=  0; ty:=  22
-                    end;
-                7:  begin
-                    ox:= 51; oy:=  34;
-                     w:=  7;  h:=  24;
-                    tx:=  0; ty:=  23
-                    end
-                end;
-
-            surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
-            copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
-            // try to make the knife hit point first
-            lx := 0;
-            ly := 0;
-            if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
-                begin
-                la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
-                ga:= vector2Angle(dX, dY);
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
-                // change  to 0 to 4096 forced by LongWord in Gear
-                if la < 0 then la:= 4096+la;
-                if ga < 0 then ga:= 4096+ga;
-                if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
-                    begin
-                    if Angle >= 2048 then dec(Angle, 2048)
-                    else if Angle < 2048 then inc(Angle, 2048)
-                    end;
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
-                end;
-            case Angle div 1024 of
-                0:  begin
-                    flipSurface(surf, true);
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
-                    end;
-                1:  begin
-                    flipSurface(surf, false);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
-                    end;
-                2:  begin // knife was actually drawn facing this way...
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
-                    end;
-                3:  begin
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
-                    end
-                end;
-            SDL_FreeSurface(surf);
-            // this needs to calculate actual width/height + land clipping since update texture doesn't.
-            // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
-            UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
-            DeleteGear(Gear);
-            exit
-            end
-        end;
-end;
-*)
--- a/hedgewars/VGSHandlers.inc	Wed Jun 26 21:40:10 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,802 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-(*
- * This file contains the step handlers for visual gears.
- *
- * Since the effects of visual gears do not affect the course of the game,
- * no "synchronization" between players is required.
- * => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
- * is usually not necessary and therefore undesirable.
- *)
-
-procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
-var sign: real;
-    moved: boolean;
-begin
-if vobCount = 0 then exit;
-
-sign:= 1;
-with Gear^ do
-    begin
-    inc(FrameTicks, Steps);
-    if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then
-        begin
-        dec(FrameTicks, vobFrameTicks);
-        inc(Frame);
-        if Frame = vobFramesCount then
-            Frame:= 0
-        end
-    else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then
-        begin
-        dec(FrameTicks, vobSDFrameTicks);
-        inc(Frame);
-        if Frame = vobSDFramesCount then
-            Frame:= 0
-        end;
-    X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
-    if SuddenDeathDmg then
-        Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale
-    else
-        Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
-    Angle:= Angle + dAngle * Steps;
-    if Angle > 360 then
-        Angle:= Angle - 360
-    else
-        if Angle < - 360 then
-            Angle:= Angle + 360;
-    
-  
-    if (round(X) >= cLeftScreenBorder)
-    and (round(X) <= cRightScreenBorder)
-    and (round(Y) - 75 <= LAND_HEIGHT)
-    and (Timer > 0) and (Timer-Steps > 0) then
-        begin
-        if tdX > 0 then
-            sign := 1
-        else
-            sign:= -1;
-        tdX:= tdX - 0.005*Steps*sign;
-        if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
-            tdX:= 0;
-        if tdX > 0 then
-            sign := 1
-        else
-            sign:= -1;
-        tdY:= tdY - 0.005*Steps*sign;
-        if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
-            tdY:= 0;
-        dec(Timer, Steps)
-        end
-    else
-        begin
-        moved:= false;
-        if round(X) < cLeftScreenBorder then
-            begin
-            X:= X + cScreenSpace;
-            moved:= true
-            end
-        else
-            if round(X) > cRightScreenBorder then
-                begin
-                X:= X - cScreenSpace;
-                moved:= true
-                end;
-            // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
-        if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
-            begin
-            X:= cLeftScreenBorder + random(cScreenSpace);
-            Y:= Y - (1024 + 250 + random(50)); // TODO - configure in theme (jellies for example could use limited range)
-            moved:= true
-            end
-        else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
-            begin
-            X:= cLeftScreenBorder + random(cScreenSpace);
-            Y:= Y - (1024 + random(25));
-            moved:= true
-            end;
-        if moved then
-            begin
-            Angle:= random(360);
-            dx:= 0.0000038654705 * random(10000);
-            dy:= 0.000003506096 * random(7000);
-            if random(2) = 0 then dx := -dx
-            end;
-        Timer:= 0;
-        tdX:= 0;
-        tdY:= 0
-        end;
-    end;
-
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks > Steps then
-    dec(Gear^.FrameTicks, Steps)
-else
-    DeleteVisualGear(Gear);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
-var s: Longword;
-    t: real;
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps;
-
-// up-and-down-bounce magic
-s := (GameTicks + Gear^.Timer) mod 4096;
-t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
-if (s < 2048) then t := -t;
-
-Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
-
-if round(Gear^.X) < cLeftScreenBorder then
-    Gear^.X:= Gear^.X + cScreenSpace
-else
-    if round(Gear^.X) > cRightScreenBorder then
-        Gear^.X:= Gear^.X - cScreenSpace
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
-var s: LongInt;
-begin
-s:= min(Steps, cExplFrameTicks);
-
-Gear^.X:= Gear^.X + Gear^.dX * s;
-Gear^.Y:= Gear^.Y + Gear^.dY * s;
-//Gear^.dY:= Gear^.dY + cGravityf;
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepNote(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
-
-Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
-while Gear^.Angle > cMaxAngle do
-    Gear^.Angle:= Gear^.Angle - cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
-begin
-Steps := Steps;
-if Gear^.Timer <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.Timer, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    begin
-    DeleteVisualGear(Gear);
-    exit
-    end
-else
-    dec(Gear^.FrameTicks, Steps);
-
-if Gear^.FrameTicks < $FF then
-   Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFire(Gear: PVisualGear; Steps: Longword);
-var vgt: PVisualGear;
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
-if (Gear^.State and gstTmpFlag) = 0 then
-    begin
-    Gear^.dY:= Gear^.dY + cGravityf * Steps;
-    if ((GameTicks mod 200) < Steps + 1) then
-        begin
-        vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
-        if vgt <> nil then
-            begin
-            vgt^.dx:= 0;
-            vgt^.dy:= 0;
-            vgt^.State:= gstTmpFlag;
-            end;
-        end
-    end
-else
-    inc(Steps, Steps);
-
-if Gear^.FrameTicks <= Steps then
-       DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShell(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.Y:= Gear^.Y - 0.02 * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-Gear^.dX := Gear^.dX / (1.001 * Steps);
-Gear^.dY := Gear^.dY / (1.001 * Steps);
-
-if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        if Random(2) = 0 then
-            dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-
-Gear^.scale:= Gear^.scale + 0.0025 * Steps;
-Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
-
-if Gear^.alpha < 0 then
-    DeleteVisualGear(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
-
-Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
-//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        if Random(2) = 0 then
-            dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDust(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
-
-Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
-Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-            DeleteVisualGear(Gear)
-    else
-        begin
-        dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-if round(Gear^.Y) > cWaterLine then
-    begin
-    DeleteVisualGear(Gear);
-    PlaySound(TSound(ord(sndDroplet1) + Random(3)));
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-if Gear^.Timer >= Gear^.FrameTicks then
-    DeleteVisualGear(Gear)
-else
-    begin
-    Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
-    Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
-    if Gear^.alpha < 0 then
-        Gear^.alpha:= 0;
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-const cSorterWorkTime = 640;
-var thexchar: array[0..cMaxTeams] of
-            record
-            dy, ny, dw: LongInt;
-            team: PTeam;
-            SortFactor: QWord;
-            end;
-    currsorter: PVisualGear = nil;
-
-procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
-var i, t: LongInt;
-begin
-for t:= 1 to min(Steps, Gear^.Timer) do
-    begin
-    dec(Gear^.Timer);
-    if (Gear^.Timer and 15) = 0 then
-        for i:= 0 to Pred(TeamsCount) do
-            with thexchar[i] do
-                begin
-                {$WARNINGS OFF}
-                team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime;
-                team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
-                {$WARNINGS ON}
-                end;
-    end;
-
-if (Gear^.Timer = 0) or (currsorter <> Gear) then
-    begin
-    if currsorter = Gear then
-        currsorter:= nil;
-    DeleteVisualGear(Gear);
-    exit
-    end
-end;
-
-procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
-var i: Longword;
-    b: boolean;
-    t: LongInt;
-begin
-Steps:= Steps; // avoid compiler hint
-
-for t:= 0 to Pred(TeamsCount) do
-    with thexchar[t] do
-        begin
-        team:= TeamsArray[t];
-        dy:= team^.DrawHealthY;
-        dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth;
-        if team^.TeamHealth > 0 then
-            begin
-            SortFactor:= team^.Clan^.ClanHealth;
-            SortFactor:= (SortFactor shl  3) + team^.Clan^.ClanIndex;
-            SortFactor:= (SortFactor shl 30) + team^.TeamHealth;
-            end
-        else
-            SortFactor:= 0;
-        end;
-
-if TeamsCount > 1 then
-    repeat
-    b:= true;
-    for t:= 0 to TeamsCount - 2 do
-        if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
-            begin
-            thexchar[cMaxTeams]:= thexchar[t];
-            thexchar[t]:= thexchar[Succ(t)];
-            thexchar[Succ(t)]:= thexchar[cMaxTeams];
-            b:= false
-            end
-    until b;
-
-t:= - 4;
-for i:= 0 to Pred(TeamsCount) do
-        with thexchar[i] do
-          if team^.TeamHealth > 0 then
-            begin
-            dec(t, team^.HealthTex^.h + 2);
-            ny:= t;
-            dy:= dy - ny
-            end;
-
-Gear^.Timer:= cSorterWorkTime;
-Gear^.doStep:= @doStepTeamHealthSorterWork;
-currsorter:= Gear;
-//doStepTeamHealthSorterWork(Gear, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
-
-if (Gear^.Hedgehog^.Gear <> nil) then
-    begin
-    Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2  - Gear^.FrameTicks);
-    Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
-    end;
-
-if Gear^.Timer = 0 then
-    begin
-    if Gear^.Hedgehog^.SpeechGear = Gear then
-        Gear^.Hedgehog^.SpeechGear:= nil;
-    DeleteVisualGear(Gear)
-    end;
-end;
-
-procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
-begin
-Steps:= Steps; // avoid compiler hint
-
-with Gear^.Hedgehog^ do
-    if SpeechGear <> nil then
-        SpeechGear^.Timer:= 0;
-
-Gear^.Hedgehog^.SpeechGear:= Gear;
-
-Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
-
-Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
-
-case Gear^.FrameTicks of
-    1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
-    2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
-    3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
-    end;
-
-Gear^.doStep:= @doStepSpeechBubbleWork;
-
-Gear^.Y:= Gear^.Y - Gear^.Tex^.h
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
-begin
-if Steps > Gear^.Timer then
-    DeleteVisualGear(Gear)
-else
-    begin
-    dec(Gear^.Timer, Steps);
-    Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-    Gear^.X:= Gear^.X + Gear^.dX * Steps
-    end;
-end;
-
-procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
-begin
-if round(Gear^.Y) - 10 < cWaterLine then
-    DeleteVisualGear(Gear)
-else
-    Gear^.Y:= Gear^.Y - 0.08 * Steps;
-
-end;
-
-procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
-var s: shortstring;
-begin
-s:= '';
-
-str(Gear^.State, s);
-if Gear^.Hedgehog <> nil then
-    Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
-else
-    Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);
-
-Gear^.doStep:= @doStepHealthTagWork;
-
-if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0)  then
-    Gear^.doStep:= @doStepHealthTagWorkUnderWater;
-
-Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
-
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps );
-if Gear^.Timer > 64 then
-    begin
-    if Gear^.State = 0 then
-        begin
-        DeleteVisualGear(Gear);
-        exit;
-        end;
-    dec(Gear^.State, Gear^.Timer div 65);
-    Gear^.Timer:= Gear^.Timer mod 65;
-    end;
-Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
-Gear^.X:= Gear^.X + Gear^.dX;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-if Gear^.Timer > 75 then
-    begin
-    inc(Gear^.State, Gear^.Timer div 76);
-    Gear^.Timer:= Gear^.Timer mod 76;
-    if Gear^.State > 5 then
-        DeleteVisualGear(Gear);
-    end;
-end;
-
-procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
-var i: LongWord;
-    gX,gY: LongInt;
-    vg: PVisualGear;
-begin
-gX:= round(Gear^.X);
-gY:= round(Gear^.Y);
-for i:= 0 to 31 do 
-    begin
-    vg:= AddVisualGear(gX, gY, vgtFire);
-    if vg <> nil then 
-        begin
-        vg^.State:= gstTmpFlag;
-        inc(vg^.FrameTicks, vg^.FrameTicks)
-        end
-    end;
-for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart);
-for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart2);
-Gear^.doStep:= @doStepExplosionWork;
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
-var maxMovement: LongInt;
-begin
-
-inc(Gear^.Timer, Steps);
-if (Gear^.Timer and 5) = 0 then
-    begin
-    maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
-    ShakeCamera(maxMovement);
-    end;
-
-if Gear^.Timer > 250 then
-    DeleteVisualGear(Gear);
-end;
-
-procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
-var i: LongWord;
-    gX,gY: LongInt;
-    vg: PVisualGear;
-begin
-//ScreenFade:= sfFromWhite;
-//ScreenFadeValue:= round(60 * zoom * zoom);
-//ScreenFadeSpeed:= 5;
-gX:= round(Gear^.X);
-gY:= round(Gear^.Y);
-AddVisualGear(gX, gY, vgtSmokeRing);
-for i:= 0 to 46 do 
-    begin
-    vg:= AddVisualGear(gX, gY, vgtFire);
-    if vg <> nil then 
-        begin
-        vg^.State:= gstTmpFlag;
-        inc(vg^.FrameTicks, vg^.FrameTicks)
-        end
-    end;
-for i:= 0 to 15 do
-    AddVisualGear(gX, gY, vgtExplPart);
-for i:= 0 to 15 do
-    AddVisualGear(gX, gY, vgtExplPart2);
-Gear^.doStep:= @doStepBigExplosionWork;
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-with mobileRecord do
-    if (performRumble <> nil) and (not fastUntilLag) then
-        performRumble(kSystemSoundID_Vibrate);
-end;
-
-procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
-    begin
-    AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
-    DeleteVisualGear(Gear);
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
-var tmp: LongInt;
-    i: LongWord;
-begin
-with Gear^ do
-    if Frame <> 0 then
-        for i:= 1 to Steps do
-            begin
-            inc(FrameTicks);
-            if (FrameTicks mod Frame) = 0 then
-                begin
-                tmp:= Gear^.Tint and $FF;
-                if tdY >= 0 then
-                    inc(tmp)
-                else
-                    dec(tmp);
-                if tmp < round(dX) then
-                    tdY:= 1;
-                if tmp > round(dY) then
-                    tdY:= -1;
-                if tmp > 255 then
-                    tmp := 255;
-                if tmp < 0 then
-                    tmp := 0;
-                Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
-                end
-            end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-    
-while Gear^.Timer >= 10 do
-    begin
-    dec(Gear^.Timer, 10);
-    if WindBarWidth < Gear^.Tag then
-        inc(WindBarWidth)
-    else if WindBarWidth > Gear^.Tag then
-        dec(WindBarWidth);
-    end;
-if cWindspeedf > Gear^.dAngle then
-    begin
-    cWindspeedf := cWindspeedf - Gear^.Angle*Steps;
-    if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
-    end
-else if cWindspeedf < Gear^.dAngle then
-    begin
-    cWindspeedf := cWindspeedf + Gear^.Angle*Steps;
-    if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
-    end;
-        
-if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)  then 
-    DeleteVisualGear(Gear)
-end;
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    begin
-    dec(Gear^.FrameTicks, Steps);
-    if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then 
-        Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
-    end
-end;
-
--- a/hedgewars/hwengine.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/hwengine.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -32,14 +32,12 @@
 uses SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uInputHandler
      , uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
      , SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
-     , uPhysFSLayer, uCursor, uRandom
+     , uPhysFSLayer, uCursor, uRandom, ArgParsers, uVisualGearsHandlers
      {$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
      {$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
      {$IFDEF ANDROID}, GLUnit{$ENDIF}
      ;
 
-var isInternal: Boolean;
-
 {$IFDEF HWLIBRARY}
 procedure preInitEverything();
 procedure initEverything(complete:boolean);
@@ -54,8 +52,6 @@
 procedure freeEverything(complete:boolean); forward;
 {$ENDIF}
 
-{$INCLUDE "ArgParsers.inc"}
-
 ///////////////////////////////////////////////////////////////////////////////
 function DoTimer(Lag: LongInt): boolean;
 var s: shortstring;
@@ -461,6 +457,7 @@
         uStore.initModule;
         uTeams.initModule;
         uVisualGears.initModule;
+        uVisualGearsHandlers.initModule;
         uWorld.initModule;
     end;
 end;
--- a/hedgewars/uGame.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uGame.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -27,7 +27,7 @@
     implementation
 ////////////////////
 uses uInputHandler, uTeams, uIO, uAI, uGears, uSound, uLocale, uCaptions,
-    uVisualGears, uTypes, uVariables, uCommands, uConsts
+    uVisualGears, uTypes, uVariables, uCommands, uConsts, uVisualGearsList
     {$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
 
 procedure DoGameTick(Lag: LongInt);
--- a/hedgewars/uGears.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uGears.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -33,60 +33,37 @@
  *       effects are called "Visual Gears" and defined in the respective unit!
  *)
 interface
-uses SDLh, uConsts, uFloat, uTypes;
+uses uConsts, uFloat, uTypes;
 
 procedure initModule;
 procedure freeModule;
 function  SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
 function  SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
-function  GetAmmo(Hedgehog: PHedgehog): TAmmoType;
-function  GetUtility(Hedgehog: PHedgehog): TAmmoType;
-procedure HideHog(HH: PHedgehog);
 procedure ProcessGears;
 procedure EndTurnCleanup;
-procedure SetAllToActive;
-procedure SetAllHHToActive; inline;
-procedure SetAllHHToActive(Ice: boolean);
 procedure DrawGears;
 procedure FreeGearsList;
 procedure AddMiscGears;
 procedure AssignHHCoords;
 function  GearByUID(uid : Longword) : PGear;
-procedure doStepDrowningGear(Gear: PGear);
-
 
 implementation
-uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF}
+uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF}
     uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uVariables,
     uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture,
-    uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlers, uGearsHandlersRope;
+    uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope
+    , uVisualGearsList, uGearsHandlersMess;
 
 var skipFlag: boolean;
 
-procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
-//procedure AmmoFlameWork(Ammo: PGear); forward;
-function  GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; forward;
-procedure SpawnBoxOfSmth; forward;
-procedure ShotgunShot(Gear: PGear); forward;
-procedure doStepCase(Gear: PGear); forward;
-
-
 var delay: LongWord;
     delay2: LongWord;
     step: (stDelay, stChDmg, stSweep, stTurnReact,
     stAfterDelay, stChWin, stWater, stChWin2, stHealth,
     stSpawn, stNTurn);
-    upd: Longword;
-    snowLeft,snowRight: LongInt;
     NewTurnTick: LongWord;
     //SDMusic: shortstring;
 
-// For better maintainability the step handlers of gears are stored in
-// separate files.
-// Note: step handlers of gears that are hedgehogs are in a different file
-//       than the handlers for all other gears.
-{$INCLUDE "GSHandlers.inc"}
-
 function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
 var Gear: PGear;
     dmg: LongInt;
@@ -550,39 +527,6 @@
             RecountTeamHealth(TeamsArray[i])
 end;
 
-procedure SetAllToActive;
-var t: PGear;
-begin
-AllInactive:= false;
-t:= GearsList;
-while t <> nil do
-    begin
-    t^.Active:= true;
-    t:= t^.NextGear
-    end
-end;
-
-procedure SetAllHHToActive; inline;
-begin
-SetAllHHToActive(true)
-end;
-
-procedure SetAllHHToActive(Ice: boolean);
-var t: PGear;
-begin
-AllInactive:= false;
-t:= GearsList;
-while t <> nil do
-    begin
-    if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
-        begin
-        if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
-        t^.Active:= true
-        end;
-    t:= t^.NextGear
-    end
-end;
-
 procedure DrawGears;
 var Gear: PGear;
     x, y: LongInt;
@@ -677,210 +621,6 @@
         AddGear(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft, LAND_HEIGHT + LongInt(GetRandom(750)) - 1300, gtFlake, 0, _0, _0, 0);
 end;
 
-
-procedure ShotgunShot(Gear: PGear);
-var t: PGear;
-    dmg, r, dist: LongInt;
-    dx, dy: hwFloat;
-begin
-Gear^.Radius:= cShotgunRadius;
-t:= GearsList;
-while t <> nil do
-    begin
-    case t^.Kind of
-        gtHedgehog,
-            gtMine,
-            gtSMine,
-            gtKnife,
-            gtCase,
-            gtTarget,
-            gtExplosives: begin//,
-//            gtStructure: begin
-//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
-                    dmg:= 0;
-                    r:= Gear^.Radius + t^.Radius;
-                    dx:= Gear^.X-t^.X;
-                    dx.isNegative:= false;
-                    dy:= Gear^.Y-t^.Y;
-                    dy.isNegative:= false;
-                    if r-hwRound(dx+dy) > 0 then
-                        begin
-                        dist:= hwRound(Distance(dx, dy));
-                        dmg:= ModifyDamage(min(r - dist, 25), t);
-                        end;
-                    if dmg > 0 then
-                        begin
-                        if (not t^.Invulnerable) then
-                            ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
-                        else
-                            Gear^.State:= Gear^.State or gstWinner;
-
-                        DeleteCI(t);
-                        t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
-                        t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
-                        t^.State:= t^.State or gstMoving;
-                        if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
-                        t^.Active:= true;
-                        FollowGear:= t
-                        end
-                    end;
-            gtGrave: begin
-                    dmg:= 0;
-                    r:= Gear^.Radius + t^.Radius;
-                    dx:= Gear^.X-t^.X;
-                    dx.isNegative:= false;
-                    dy:= Gear^.Y-t^.Y;
-                    dy.isNegative:= false;
-                    if r-hwRound(dx+dy) > 0 then
-                        begin
-                        dist:= hwRound(Distance(dx, dy));
-                        dmg:= ModifyDamage(min(r - dist, 25), t);
-                        end;
-                    if dmg > 0 then
-                        begin
-                        t^.dY:= - _0_1;
-                        t^.Active:= true
-                        end
-                    end;
-        end;
-    t:= t^.NextGear
-    end;
-if (GameFlags and gfSolidLand) = 0 then
-    DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
-end;
-
-procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
-var t: PGearArray;
-    Gear: PGear;
-    i, j, tmpDmg: LongInt;
-    VGear: PVisualGear;
-begin
-t:= CheckGearsCollision(Ammo);
-// Just to avoid hogs on rope dodging fire.
-if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
-and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
-and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
-    begin
-    t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
-    inc(t^.Count)
-    end;
-
-i:= t^.Count;
-
-if (Ammo^.Kind = gtFlame) and (i > 0) then
-    Ammo^.Health:= 0;
-while i > 0 do
-    begin
-    dec(i);
-    Gear:= t^.ar[i];
-    if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and 
-       (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
-        Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
-    tmpDmg:= ModifyDamage(Damage, Gear);
-    if (Gear^.State and gstNoDamage) = 0 then
-        begin
-
-        if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then 
-            begin
-            VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
-            if VGear <> nil then
-                VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
-            end;
-
-        if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
-            Gear^.FlightTime:= 1;
-
-
-        case Gear^.Kind of
-            gtHedgehog,
-            gtMine,
-            gtSMine,
-            gtKnife,
-            gtTarget,
-            gtCase,
-            gtExplosives: //,
-            //gtStructure:
-            begin
-            if (Ammo^.Kind = gtDrill) then
-                begin
-                Ammo^.Timer:= 0;
-                exit;
-                end;
-            if (not Gear^.Invulnerable) then
-                begin
-                if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
-                    for j:= 1 to max(1,min(3,tmpDmg div 5)) do
-                        begin
-                        VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
-                        if VGear <> nil then
-                            with VGear^ do
-                                begin
-                                Tint:= $FFCC00FF;
-                                Angle:= random(360);
-                                dx:= 0.0005 * (random(100));
-                                dy:= 0.0005 * (random(100));
-                                if random(2) = 0 then
-                                    dx := -dx;
-                                if random(2) = 0 then
-                                    dy := -dy;
-                                FrameTicks:= 600+random(200);
-                                State:= ord(sprStar)
-                                end
-                        end;
-                ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
-                end
-            else
-                Gear^.State:= Gear^.State or gstWinner;
-            if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then 
-                begin
-                if (Ammo^.Hedgehog^.Gear <> nil) then
-                    Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
-                ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
-                end;
-
-            if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
-                begin
-                Gear^.dX:= Ammo^.dX * Power * _0_005;
-                Gear^.dY:= Ammo^.dY * Power * _0_005
-                end
-            else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
-                begin
-                Gear^.dX:= Ammo^.dX * Power * _0_01;
-                Gear^.dY:= Ammo^.dY * Power * _0_01
-                end;
-
-            if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
-                begin
-                Gear^.Active:= true;
-                DeleteCI(Gear);
-                Gear^.State:= Gear^.State or gstMoving;
-                if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
-                // move the gear upwards a bit to throw it over tiny obstacles at start
-                if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
-                    begin
-                    if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
-                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-                        Gear^.Y:= Gear^.Y - _1;
-                    if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
-                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-                        Gear^.Y:= Gear^.Y - _1;
-                    if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
-                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-                        Gear^.Y:= Gear^.Y - _1;
-                    end
-                end;
-
-
-            if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
-                FollowGear:= Gear
-            end;
-        end
-        end;
-    end;
-if i <> 0 then
-    SetAllToActive
-end;
-
 procedure AssignHHCoords;
 var i, t, p, j: LongInt;
     ar: array[0..Pred(cMaxHHs)] of PHedgehog;
@@ -945,31 +685,6 @@
     end
 end;
 
-var GearsNearArray : TPGearArray;
-function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
-var
-    t: PGear;
-    s: Longword;
-begin
-    r:= r*r;
-    s:= 0;
-    SetLength(GearsNearArray, s);
-    t := GearsList;
-    while t <> nil do 
-        begin
-        if (t^.Kind = Kind) 
-            and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
-            begin
-            inc(s);
-            SetLength(GearsNearArray, s);
-            GearsNearArray[s - 1] := t;
-            end;
-        t := t^.NextGear;
-    end;
-
-    GearsNear.size:= s;
-    GearsNear.ar:= @GearsNearArray
-end;
 
 {procedure AmmoFlameWork(Ammo: PGear);
 var t: PGear;
@@ -992,21 +707,6 @@
 end;}
 
 
-function CountGears(Kind: TGearType): Longword;
-var t: PGear;
-    count: Longword = 0;
-begin
-
-t:= GearsList;
-while t <> nil do
-    begin
-    if t^.Kind = Kind then
-        inc(count);
-    t:= t^.NextGear
-    end;
-CountGears:= count;
-end;
-
 function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
 begin
     FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
@@ -1079,142 +779,6 @@
     SpawnFakeCrateAt := FollowGear;
 end;
 
-function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
-var t, aTot: LongInt;
-    i: TAmmoType;
-begin
-Hedgehog:= Hedgehog; // avoid hint
-
-aTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
-    if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
-        inc(aTot, Ammoz[i].Probability);
-
-t:= aTot;
-i:= Low(TAmmoType);
-if (t > 0) then
-    begin
-    t:= GetRandom(t);
-    while t >= 0 do
-        begin
-        inc(i);
-        if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
-            dec(t, Ammoz[i].Probability)
-        end
-    end;
-GetAmmo:= i
-end;
-
-function GetUtility(Hedgehog: PHedgehog): TAmmoType;
-var t, uTot: LongInt;
-    i: TAmmoType;
-begin
-
-uTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
-    if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
-    and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
-        inc(uTot, Ammoz[i].Probability);
-
-t:= uTot;
-i:= Low(TAmmoType);
-if (t > 0) then
-    begin
-    t:= GetRandom(t);
-    while t >= 0 do
-        begin
-        inc(i);
-        if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
-        or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
-            dec(t, Ammoz[i].Probability)
-        end
-    end;
-GetUtility:= i
-end;
-
-
-
-procedure SpawnBoxOfSmth;
-var t, aTot, uTot, a, h: LongInt;
-    i: TAmmoType;
-begin
-if (PlacingHogs) or
-    (cCaseFactor = 0)
-    or (CountGears(gtCase) >= 5)
-    or (GetRandom(cCaseFactor) <> 0) then
-       exit;
-
-FollowGear:= nil;
-aTot:= 0;
-uTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
-    if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
-        inc(aTot, Ammoz[i].Probability)
-    else
-        inc(uTot, Ammoz[i].Probability);
-
-t:=0;
-a:=aTot;
-h:= 1;
-
-if (aTot+uTot) <> 0 then
-    if ((GameFlags and gfInvulnerable) = 0) then
-        begin
-        h:= cHealthCaseProb * 100;
-        t:= GetRandom(10000);
-        a:= (10000-h)*aTot div (aTot+uTot)
-        end
-    else
-        begin
-        t:= GetRandom(aTot+uTot);
-        h:= 0
-        end;
-
-
-if t<h then
-    begin
-    FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
-    FollowGear^.Health:= cHealthCaseAmount;
-    FollowGear^.Pos:= posCaseHealth;
-    AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
-    end
-else if (t<a+h) then
-    begin
-    t:= aTot;
-    if (t > 0) then
-        begin
-        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
-        t:= GetRandom(t);
-        i:= Low(TAmmoType);
-        FollowGear^.Pos:= posCaseAmmo;
-        FollowGear^.AmmoType:= i;
-        AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
-        end
-    end
-else
-    begin
-    t:= uTot;
-    if (t > 0) then
-        begin
-        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
-        t:= GetRandom(t);
-        i:= Low(TAmmoType);
-        FollowGear^.Pos:= posCaseUtility;
-        FollowGear^.AmmoType:= i;
-        AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
-        end
-    end;
-
-// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
-if (FollowGear <> nil) then
-    begin
-    FindPlace(FollowGear, true, 0, LAND_WIDTH);
-
-    if (FollowGear <> nil) then
-        AddVoice(sndReinforce, CurrentTeam^.voicepack)
-    end
-end;
-
 
 function GearByUID(uid : Longword) : PGear;
 var gear: PGear;
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsHandlersMess.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -0,0 +1,5760 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+
+(*
+ * This file contains the step handlers for gears.
+ *
+ * Important: Since gears change the course of the game, calculations that
+ *            lead to different results for different clients/players/machines
+ *            should NOT occur!
+ *            Use safe functions and data types! (e.g. GetRandom() and hwFloat)
+ *)
+ 
+ {$INCLUDE "options.inc"}
+
+unit uGearsHandlersMess;
+interface
+uses uTypes, uFloat;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+procedure HideHog(HH: PHedgehog);
+procedure doStepDrowningGear(Gear: PGear);
+procedure doStepFallingGear(Gear: PGear);
+procedure doStepBomb(Gear: PGear);
+procedure doStepMolotov(Gear: PGear);
+procedure doStepCluster(Gear: PGear);
+procedure doStepShell(Gear: PGear);
+procedure doStepSnowball(Gear: PGear);
+procedure doStepSnowflake(Gear: PGear);
+procedure doStepGrave(Gear: PGear);
+procedure doStepBeeWork(Gear: PGear);
+procedure doStepBee(Gear: PGear);
+procedure doStepShotIdle(Gear: PGear);
+procedure doStepShotgunShot(Gear: PGear);
+procedure spawnBulletTrail(Bullet: PGear);
+procedure doStepBulletWork(Gear: PGear);
+procedure doStepDEagleShot(Gear: PGear);
+procedure doStepSniperRifleShot(Gear: PGear);
+procedure doStepActionTimer(Gear: PGear);
+procedure doStepPickHammerWork(Gear: PGear);
+procedure doStepPickHammer(Gear: PGear);
+procedure doStepBlowTorchWork(Gear: PGear);
+procedure doStepBlowTorch(Gear: PGear);
+procedure doStepMine(Gear: PGear);
+procedure doStepSMine(Gear: PGear);
+procedure doStepDynamite(Gear: PGear);
+procedure doStepRollingBarrel(Gear: PGear);
+procedure doStepCase(Gear: PGear);
+procedure doStepTarget(Gear: PGear);
+procedure doStepIdle(Gear: PGear);
+procedure doStepShover(Gear: PGear);
+procedure doStepWhip(Gear: PGear);
+procedure doStepFlame(Gear: PGear);
+procedure doStepFirePunchWork(Gear: PGear);
+procedure doStepFirePunch(Gear: PGear);
+procedure doStepParachuteWork(Gear: PGear);
+procedure doStepParachute(Gear: PGear);
+procedure doStepAirAttackWork(Gear: PGear);
+procedure doStepAirAttack(Gear: PGear);
+procedure doStepAirBomb(Gear: PGear);
+procedure doStepGirder(Gear: PGear);
+procedure doStepTeleportAfter(Gear: PGear);
+procedure doStepTeleportAnim(Gear: PGear);
+procedure doStepTeleport(Gear: PGear);
+procedure doStepSwitcherWork(Gear: PGear);
+procedure doStepSwitcher(Gear: PGear);
+procedure doStepMortar(Gear: PGear);
+procedure doStepKamikazeWork(Gear: PGear);
+procedure doStepKamikazeIdle(Gear: PGear);
+procedure doStepKamikaze(Gear: PGear);
+procedure doStepCakeExpl(Gear: PGear);
+procedure doStepCakeDown(Gear: PGear);
+procedure doStepCakeWork(Gear: PGear);
+procedure doStepCakeUp(Gear: PGear);
+procedure doStepCakeFall(Gear: PGear);
+procedure doStepCake(Gear: PGear);
+procedure doStepSeductionWork(Gear: PGear);
+procedure doStepSeductionWear(Gear: PGear);
+procedure doStepSeduction(Gear: PGear);
+procedure doStepWaterUp(Gear: PGear);
+procedure doStepDrillDrilling(Gear: PGear);
+procedure doStepDrill(Gear: PGear);
+procedure doStepBallgunWork(Gear: PGear);
+procedure doStepBallgun(Gear: PGear);
+procedure doStepRCPlaneWork(Gear: PGear);
+procedure doStepRCPlane(Gear: PGear);
+procedure doStepJetpackWork(Gear: PGear);
+procedure doStepJetpack(Gear: PGear);
+procedure doStepBirdyDisappear(Gear: PGear);
+procedure doStepBirdyFly(Gear: PGear);
+procedure doStepBirdyDescend(Gear: PGear);
+procedure doStepBirdyAppear(Gear: PGear);
+procedure doStepBirdy(Gear: PGear);
+procedure doStepEggWork(Gear: PGear);
+procedure doPortalColorSwitch();
+procedure doStepPortal(Gear: PGear);
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+procedure doStepMovingPortal_real(Gear: PGear);
+procedure doStepMovingPortal(Gear: PGear);
+procedure doStepPortalShot(newPortal: PGear);
+procedure doStepPiano(Gear: PGear);
+procedure doStepSineGunShotWork(Gear: PGear);
+procedure doStepSineGunShot(Gear: PGear);
+procedure doStepFlamethrowerWork(Gear: PGear);
+procedure doStepFlamethrower(Gear: PGear);
+procedure doStepLandGunWork(Gear: PGear);
+procedure doStepLandGun(Gear: PGear);
+procedure doStepPoisonCloud(Gear: PGear);
+procedure doStepHammer(Gear: PGear);
+procedure doStepHammerHitWork(Gear: PGear);
+procedure doStepHammerHit(Gear: PGear);
+procedure doStepResurrectorWork(Gear: PGear);
+procedure doStepResurrector(Gear: PGear);
+procedure doStepNapalmBomb(Gear: PGear);
+procedure doStepStructure(Gear: PGear);
+procedure doStepTardisWarp(Gear: PGear);
+procedure doStepTardis(Gear: PGear);
+procedure updateFuel(Gear: PGear);
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+procedure doStepIceGun(Gear: PGear);
+procedure doStepAddAmmo(Gear: PGear);
+procedure doStepGenericFaller(Gear: PGear);
+procedure doStepCreeper(Gear: PGear);
+procedure doStepKnife(Gear: PGear);
+
+var
+    upd: Longword;
+    snowLeft,snowRight: LongInt;
+
+implementation
+uses uConsts, uVariables, uVisualGearsList, uRandom, uCollisions, uGearsList, uUtils, uSound
+    , SDLh, uScript, uGearsHedgehog, uGearsUtils, uIO, uCaptions, uLandGraphics
+    , uGearsHandlers, uTextures, uRenderUtils, uAmmos, uTeams, uLandTexture, uCommands
+    , uStore, uAI, uStats;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+var
+    dX, dY, sX, sY: hwFloat;
+    i, steps: LongWord;
+    caller: TGearStepProcedure;
+begin
+    dX:= Gear^.dX;
+    dY:= Gear^.dY;
+    steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
+
+    // Gear is still on the same Pixel it was before
+    if steps < 1 then
+        begin
+        if onlyCheckIfChanged then
+            begin
+            Gear^.X := Gear^.X + dX;
+            Gear^.Y := Gear^.Y + dY;
+            EXIT;
+            end
+        else
+            steps := 1;
+        end;
+
+    if steps > 1 then
+        begin
+        sX:= dX / steps;
+        sY:= dY / steps;
+        end
+
+    else
+        begin
+        sX:= dX;
+        sY:= dY;
+        end;
+
+    caller:= Gear^.doStep;
+
+    for i:= 1 to steps do
+        begin
+        Gear^.X := Gear^.X + sX;
+        Gear^.Y := Gear^.Y + sY;
+        step(Gear);
+        if (Gear^.doStep <> caller)
+        or ((Gear^.State and gstCollision) <> 0)
+        or ((Gear^.State and gstMoving) = 0) then
+            break;
+        end;
+end;
+
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+var
+    gi: PGear;
+    d: LongInt;
+begin
+    gi := GearsList;
+    while gi <> nil do
+        begin
+        if (gi^.Kind = gtHedgehog) then
+            begin
+            d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
+            if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
+                begin
+                if (CurrentHedgehog^.Gear = gi) then
+                    PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
+
+                else
+                    begin
+                    if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
+                        begin
+                        gi^.dX.isNegative:= X<gi^.X;
+                        gi^.State := gi^.State or gstLoser;
+                        end;
+
+                    if d > r div 2 then
+                        PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
+                    else
+                        PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
+                    end;
+                end;
+            end;
+
+        gi := gi^.NextGear
+        end;
+end;
+
+procedure HideHog(HH: PHedgehog);
+begin
+    ScriptCall('onHogHide', HH^.Gear^.Uid);
+    DeleteCI(HH^.Gear);
+    if FollowGear = HH^.Gear then
+        FollowGear:= nil;
+
+    if lastGearByUID = HH^.Gear then
+        lastGearByUID := nil;
+
+    HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
+    with HH^.Gear^ do
+        begin
+        Z := cHHZ;
+        HH^.Gear^.Active:= false;
+        State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
+        Message := Message and (not gmAttack);
+    end;
+    HH^.GearHidden:= HH^.Gear;
+    HH^.Gear:= nil
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrowningGear(Gear: PGear);
+    begin
+    AllInactive := false;
+    Gear^.Y := Gear^.Y + cDrownSpeed;
+    Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
+    // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
+    if ((not SuddenDeathDmg and (WaterOpacity < $FF))
+    or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
+        if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
+            AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
+    else if Random(12) = 0 then
+             AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);
+    if (not SuddenDeathDmg and (WaterOpacity > $FE))
+    or (SuddenDeathDmg and (SDWaterOpacity > $FE))
+    or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+        DeleteGear(Gear);
+    end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFallingGear(Gear: PGear);
+var
+    isFalling: boolean;
+    //tmp: QWord;
+    tdX, tdY: hwFloat;
+    collV, collH: LongInt;
+    land: word;
+begin
+    // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
+    if Gear^.dX.Round > 2 then
+        Gear^.dX.QWordValue:= 8589934592;
+    if Gear^.dY.Round > 2 then
+        Gear^.dY.QWordValue:= 8589934592;
+
+    if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
+        begin
+        Gear^.dX:= Gear^.dX * _0_999;
+        Gear^.dY:= Gear^.dY * _0_999
+        end;
+
+    Gear^.State := Gear^.State and (not gstCollision);
+    collV := 0;
+    collH := 0;
+    tdX := Gear^.dX;
+    tdY := Gear^.dY;
+
+
+
+// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
+    if (hwRound(Gear^.X) < min(LAND_WIDTH div -2, -2048))
+    or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
+        Gear^.State := Gear^.State or gstCollision;
+
+    if Gear^.dY.isNegative then
+        begin
+        isFalling := true;
+        land:= TestCollisionYwithGear(Gear, -1);
+        if land <> 0 then
+            begin
+            collV := -1;
+            if land and lfIce <> 0 then
+                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+            else
+                Gear^.dX := Gear^.dX * Gear^.Friction;
+
+            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+            Gear^.State := Gear^.State or gstCollision
+            end
+        else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+            collV := 1;
+        end
+    else
+        begin // Gear^.dY.isNegative is false
+        land:= TestCollisionYwithGear(Gear, 1);
+        if land <> 0 then
+            begin
+            collV := 1;
+            isFalling := false;
+            if land and lfIce <> 0 then
+                Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+            else
+                Gear^.dX := Gear^.dX * Gear^.Friction;
+
+            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+            Gear^.State := Gear^.State or gstCollision
+            end
+        else
+            begin
+            isFalling := true;
+            if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+                collV := -1
+            end
+        end;
+
+
+    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+        begin
+        collH := hwSign(Gear^.dX);
+        Gear^.dX := - Gear^.dX * Gear^.Elasticity;
+        Gear^.dY :=   Gear^.dY * Gear^.Elasticity;
+        Gear^.State := Gear^.State or gstCollision
+        end
+    else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
+        collH := -hwSign(Gear^.dX);
+    //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
+    if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1)
+    or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
+        begin
+        Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
+        Gear^.dY := tdX*Gear^.Elasticity;
+        //*Gear^.Friction;
+        Gear^.dY.isNegative := not tdY.isNegative;
+        isFalling := false;
+        Gear^.AdvBounce := 10;
+        end;
+
+    if Gear^.AdvBounce > 1 then
+        dec(Gear^.AdvBounce);
+
+    if isFalling then
+        begin
+        Gear^.dY := Gear^.dY + cGravity;
+        if (GameFlags and gfMoreWind) <> 0 then
+            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
+            end;
+
+    Gear^.X := Gear^.X + Gear^.dX;
+    Gear^.Y := Gear^.Y + Gear^.dY;
+    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^.State and gstCollision <> 0) and
+        (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
+        (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
+            ((Gear^.Radius >= 3) and
+                ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
+        PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBomb(Gear: PGear);
+var
+    i, x, y: LongInt;
+    dX, dY, gdX: hwFloat;
+    vg: PVisualGear;
+begin
+    AllInactive := false;
+
+    doStepFallingGear(Gear);
+
+    dec(Gear^.Timer);
+    if Gear^.Timer = 1000 then // might need adjustments
+        case Gear^.Kind of
+            gtGrenade: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+            gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
+            gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
+            gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
+            gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+        end;
+
+    if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
+        begin
+        CheckCollision(Gear);
+        if (Gear^.State and gstCollision) <> 0 then
+            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
+        end;
+
+    if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
+        begin
+        vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+        if vg <> nil then
+            vg^.Tint:= $FFC0C000;
+        end;
+
+    if Gear^.Timer = 0 then
+        begin
+        case Gear^.Kind of
+            gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+            gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
+            gtClusterBomb:
+                begin
+                x := hwRound(Gear^.X);
+                y := hwRound(Gear^.Y);
+                gdX:= Gear^.dX;
+                doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
+                for i:= 0 to 4 do
+                    begin
+                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+                    dY := (GetRandomf - _3) * _0_08;
+                    FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
+                    end
+                end;
+            gtWatermelon:
+                begin
+                x := hwRound(Gear^.X);
+                y := hwRound(Gear^.Y);
+                gdX:= Gear^.dX;
+                doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
+                for i:= 0 to 5 do
+                    begin
+                    dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+                    dY := (GetRandomf - _1_5) * _0_3;
+                    FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
+                    FollowGear^.DirAngle := i * 60
+                    end
+                end;
+            gtHellishBomb:
+                begin
+                x := hwRound(Gear^.X);
+                y := hwRound(Gear^.Y);
+                doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
+
+                for i:= 0 to 127 do
+                    begin
+                    dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
+                    dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
+                    if i mod 2 = 0 then
+                        begin
+                        AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
+                        AddGear(x, y, gtFlame, 0, dX, -dY, 0)
+                        end
+                    else
+                        begin
+                        AddGear(x, y, gtFlame, 0, dX, dY, 0);
+                        AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
+                        end;
+                    end
+                end;
+            gtGasBomb:
+                begin
+                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+                for i:= 0 to 2 do
+                    begin
+                    x:= GetRandom(60);
+                    y:= GetRandom(40);
+                    FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
+                    end
+                end;
+            end;
+        DeleteGear(Gear);
+        exit
+        end;
+
+    CalcRotationDirAngle(Gear);
+
+    if Gear^.Kind = gtHellishBomb then
+        begin
+
+        if Gear^.Timer = 3000 then
+            begin
+            Gear^.nImpactSounds := 0;
+            PlaySound(sndHellish);
+            end;
+
+        if (GameTicks and $3F) = 0 then
+            if (Gear^.State and gstCollision) = 0 then
+                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
+        end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMolotov(Gear: PGear);
+var
+    s: Longword;
+    i, gX, gY: LongInt;
+    dX, dY: hwFloat;
+    smoke, glass: PVisualGear;
+begin
+    AllInactive := false;
+
+    doStepFallingGear(Gear);
+    CalcRotationDirAngle(Gear);
+
+    // let's add some smoke depending on speed
+    s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
+    if (GameTicks mod s) = 0 then
+        begin
+        // adjust angle to match the texture
+        if Gear^.dX.isNegative then
+             i:= 130
+        else i:= 50;
+
+        smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
+        if smoke <> nil then
+            smoke^.Scale:= 0.75;
+        end;
+
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        PlaySound(sndMolotov);
+        gX := hwRound(Gear^.X);
+        gY := hwRound(Gear^.Y);
+        for i:= 0 to 4 do
+            begin
+            (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
+            if glass <> nil then
+                begin
+                glass^.Frame:= 2;
+                glass^.Tint:= $41B83ED0 - i * $10081000;
+                glass^.dX:= 1/(10*(random(11)-5));
+                glass^.dY:= -1/(random(4)+5);
+                end;*)
+            glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
+            if glass <> nil then
+                with glass^ do
+                    begin
+                    Frame:= 2;
+                    Tint:= $41B83ED0 - i * $10081000;
+                    Angle:= random(360);
+                    dx:= 0.0000001;
+                    dy:= 0;
+                    if random(2) = 0 then
+                        dx := -dx;
+                    FrameTicks:= 750;
+                    State:= ord(sprEgg)
+                    end;
+            end;
+        for i:= 0 to 24 do
+            begin
+            dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
+            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+            AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
+            AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
+            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
+            AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
+            end;
+        DeleteGear(Gear);
+        exit
+        end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepCluster(Gear: PGear);
+begin
+    AllInactive := false;
+    doStepFallingGear(Gear);
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
+        DeleteGear(Gear);
+        exit
+    end;
+
+    if (Gear^.Kind = gtMelonPiece)
+    or (Gear^.Kind = gtBall) then
+        CalcRotationDirAngle(Gear)
+    else if (GameTicks and $1F) = 0 then
+        begin
+        if hwRound(Gear^.Y) > cWaterLine then
+             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShell(Gear: PGear);
+begin
+    AllInactive := false;
+    if (GameFlags and gfMoreWind) = 0 then
+        Gear^.dX := Gear^.dX + cWindSpeed;
+    doStepFallingGear(Gear);
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+        DeleteGear(Gear);
+        exit
+        end;
+    if (GameTicks and $3F) = 0 then
+        begin
+        if hwRound(Gear^.Y) > cWaterLine then
+             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowball(Gear: PGear);
+var kick, i: LongInt;
+    particle: PVisualGear;
+    gdX, gdY: hwFloat;
+begin
+    AllInactive := false;
+    if (GameFlags and gfMoreWind) = 0 then
+        Gear^.dX := Gear^.dX + cWindSpeed;
+    gdX := Gear^.dX;
+    gdY := Gear^.dY;
+    doStepFallingGear(Gear);
+    CalcRotationDirAngle(Gear);
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
+        Gear^.dX:= gdX;
+        Gear^.dY:= gdY;
+        AmmoShove(Gear, 0, kick);
+        for i:= 15 + kick div 10 downto 0 do
+            begin
+            particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
+            if particle <> nil then
+                particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+            end;
+        DeleteGear(Gear);
+        exit
+        end;
+    if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
+        begin
+        particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
+        if particle <> nil then
+            particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowflake(Gear: PGear);
+var xx, yy, px, py, rx, ry, lx, ly: LongInt;
+    move, draw, allpx, gun: Boolean;
+    s: PSDL_Surface;
+    p: PLongwordArray;
+    lf: LongWord;
+begin
+inc(Gear^.Pos);
+gun:= (Gear^.State and gstTmpFlag) <> 0;
+move:= false;
+draw:= false;
+if gun then
+    begin
+    Gear^.State:= Gear^.State and (not gstInvisible);
+    doStepFallingGear(Gear);
+    CheckCollision(Gear);
+    if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
+        draw:= true;
+    xx:= hwRound(Gear^.X);
+    yy:= hwRound(Gear^.Y);
+    end
+else if GameTicks and $7 = 0 then
+    begin
+    with Gear^ do
+        begin
+        State:= State and (not gstInvisible);
+        X:= X + cWindSpeed * 3200 + dX;
+        Y:= Y + dY + cGravity * vobFallSpeed * 8;  // using same value as flakes to try and get similar results
+        xx:= hwRound(X);
+        yy:= hwRound(Y);
+        if vobVelocity <> 0 then
+            begin
+            DirAngle := DirAngle + (Damage / 1000);
+            if DirAngle < 0 then
+                DirAngle := DirAngle + 360
+            else if 360 < DirAngle then
+                DirAngle := DirAngle - 360;
+            end;
+(*
+We aren't using frametick right now, so just a waste of cycles.
+        inc(Health, 8);
+        if longword(Health) > vobFrameTicks then
+            begin
+            dec(Health, vobFrameTicks);
+            inc(Timer);
+            if Timer = vobFramesCount then
+                Timer:= 0
+            end;
+*)
+    // move back to cloud layer
+        if yy > cWaterLine then
+            move:= true
+        else if (xx > snowRight) or (xx < snowLeft) then
+            move:=true
+        // Solid pixel encountered
+        else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
+            begin
+            lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
+            if lf = 0 then lf:= lfObject;
+            // If there's room below keep falling
+            if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
+                begin
+                X:= X - cWindSpeed * 1600 - dX;
+                end
+            // If there's room below, on the sides, fill the gaps
+            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
+                begin
+                X:= X - _0_8 * hwSign(cWindSpeed);
+                Y:= Y - dY - cGravity * vobFallSpeed * 8;
+                end
+            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
+                begin
+                X:= X - _0_8 * 2 * hwSign(cWindSpeed);
+                Y:= Y - dY - cGravity * vobFallSpeed * 8;
+                end
+            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
+                begin
+                X:= X + _0_8 * hwSign(cWindSpeed);
+                Y:= Y - dY - cGravity * vobFallSpeed * 8;
+                end
+            else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
+                begin
+                X:= X + _0_8 * 2 * hwSign(cWindSpeed);
+                Y:= Y - dY - cGravity * vobFallSpeed * 8;
+                end
+            // if there's an hog/object below do nothing
+            else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
+                then move:=true
+            else draw:= true
+            end
+        end
+    end;
+if draw then
+    with Gear^ do
+        begin
+        // we've collided with land. draw some stuff and get back into the clouds
+        move:= true;
+        if (Pos > 20) and ((CurAmmoGear = nil)
+        or (CurAmmoGear^.Kind <> gtRope)) then
+            begin
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+            if not gun then
+                begin
+                dec(yy,3);
+                dec(xx,1)
+                end;
+            s:= SpritesData[sprSnow].Surface;
+            p:= s^.pixels;
+            allpx:= true;
+            for py:= 0 to Pred(s^.h) do
+                begin
+                for px:= 0 to Pred(s^.w) do
+                    begin
+                    lx:=xx + px; ly:=yy + py;
+                    if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
+                        begin
+                        rx:= lx;
+                        ry:= ly;
+                        if cReducedQuality and rqBlurryLand <> 0 then
+                            begin
+                            rx:= rx div 2;ry:= ry div 2;
+                            end;
+                        if Land[yy + py, xx + px] <= lfAllObjMask then
+                            if gun then
+                                begin
+                                LandDirty[yy div 32, xx div 32]:= 1;
+                                if LandPixels[ry, rx] = 0 then
+                                    Land[ly, lx]:=  lfDamaged or lfObject
+                                else Land[ly, lx]:=  lfDamaged or lfBasic
+                                end
+                            else Land[ly, lx]:= lf;
+                        if gun then
+                            LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
+                        else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
+                        end
+                    else allpx:= false
+                    end;
+                p:= @(p^[s^.pitch shr 2])
+                end;
+
+            // Why is this here.  For one thing, there's no test on +1 being safe.
+            //Land[py, px+1]:= lfBasic;
+
+            if allpx then
+                UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
+            else
+                begin
+                UpdateLandTexture(
+                    max(0, min(LAND_WIDTH, xx)),
+                    min(LAND_WIDTH - xx, Pred(s^.w)),
+                    max(0, min(LAND_WIDTH, yy)),
+                    min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
+                );
+                end;
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+            end
+        end;
+
+if move then
+    begin
+    if gun then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+    Gear^.Pos:= 0;
+    Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
+    Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
+    Gear^.State:= Gear^.State or gstInvisible;
+    end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepGrave(Gear: PGear);
+begin
+    if (Gear^.Message and gmDestroy) <> 0 then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    AllInactive := false;
+
+    if Gear^.dY.isNegative then
+        if TestCollisionY(Gear, -1) then
+            Gear^.dY := _0;
+
+    if not Gear^.dY.isNegative then
+        if TestCollisionY(Gear, 1) then
+        begin
+            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+            if Gear^.dY > - _1div1024 then
+            begin
+                Gear^.Active := false;
+                exit
+            end
+            else if Gear^.dY < - _0_03 then
+                PlaySound(Gear^.ImpactSound)
+        end;
+
+    Gear^.Y := Gear^.Y + Gear^.dY;
+    CheckGearDrowning(Gear);
+    Gear^.dY := Gear^.dY + cGravity
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBeeWork(Gear: PGear);
+var
+    t: hwFloat;
+    gX,gY,i: LongInt;
+    uw, nuw: boolean;
+    flower: PVisualGear;
+
+begin
+    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
+        if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
+            begin
+            DeleteGear(Gear);
+            AfterAttack;
+            exit
+            end
+    else
+        inc(Gear^.Timer);
+
+        i := 200;
+    repeat
+        Gear^.X := Gear^.X + Gear^.dX;
+        Gear^.Y := Gear^.Y + Gear^.dY;
+        CheckCollision(Gear);
+        if (Gear^.State and gstCollision) <> 0 then
+            begin
+            Gear^.X := Gear^.X + Gear^.dX * 8;
+            Gear^.Y := Gear^.Y + Gear^.dY * 8;
+            ShotgunShot(Gear);
+            Gear^.doStep := @doStepShotIdle;
+            exit
+            end;
+
+        CheckGearDrowning(Gear);
+        if (Gear^.State and gstDrowning) <> 0 then
+            begin
+            Gear^.doStep := @doStepShotIdle;
+            exit
+            end;
+        dec(i)
+    until i = 0;
+    if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
+        Gear^.doStep := @doStepShotIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure spawnBulletTrail(Bullet: PGear);
+var oX, oY: hwFloat;
+    VGear: PVisualGear;
+begin
+    if Bullet^.PortalCounter = 0 then
+        begin
+        ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
+        oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
+        end
+    else
+        begin
+        ox:= Bullet^.Elasticity;
+        oy:= Bullet^.Friction;
+        end;
+
+        // Bullet trail
+        VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
+
+        if VGear <> nil then
+            begin
+            VGear^.X:= hwFloat2Float(ox);
+            VGear^.Y:= hwFloat2Float(oy);
+            VGear^.dX:= hwFloat2Float(Bullet^.X);
+            VGear^.dY:= hwFloat2Float(Bullet^.Y);
+
+            // reached edge of land. assume infinite beam. Extend it way out past camera
+            if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
+            or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
+                    // only extend if not under water
+                    if hwRound(Bullet^.Y) < cWaterLine then
+                        begin
+                        VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
+                        VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
+                        end;
+
+            VGear^.Timer := 200;
+            end;
+end;
+
+procedure doStepBulletWork(Gear: PGear);
+var
+    i, x, y: LongWord;
+    oX, oY: 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 not(CheckLandValue(x, y, lfLandMask)) then
+            begin
+            Gear^.Tag := 1;
+            Gear^.Damage := 0;
+            Gear^.X := Gear^.X - Gear^.dX;
+            Gear^.Y := Gear^.Y - Gear^.dY;
+            CheckGearDrowning(Gear);
+            break;
+            end
+        else
+            Gear^.Tag := 0;
+
+        if Gear^.Damage > 5 then
+            if Gear^.AmmoType = amDEagle then
+                AmmoShove(Gear, 7, 20)
+        else
+            AmmoShove(Gear, Gear^.Timer, 20);
+        CheckGearDrowning(Gear);
+        dec(i)
+    until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
+
+    if Gear^.Damage > 0 then
+        begin
+        DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
+        dec(Gear^.Health, Gear^.Damage);
+        Gear^.Damage := 0
+        end;
+    if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
+        begin
+        for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
+            begin
+            if Random(6) = 0 then
+                AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
+            Gear^.X := Gear^.X + Gear^.dX;
+            Gear^.Y := Gear^.Y + Gear^.dY;
+            end;
+        end;
+
+    if (Gear^.Health <= 0)
+        or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
+        or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
+            begin
+            if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
+                cLaserSighting := false;
+            if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
+                cArtillery := false;
+
+        // Bullet Hit
+            if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
+                begin
+                VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
+                if VGear <> nil then
+                    begin
+                    VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
+                    end;
+                end;
+
+            spawnBulletTrail(Gear);
+            Gear^.doStep := @doStepShotIdle
+            end;
+end;
+
+procedure doStepDEagleShot(Gear: PGear);
+begin
+    PlaySound(sndGun);
+    // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
+    Gear^.X := Gear^.X + Gear^.dX * 3;
+    Gear^.Y := Gear^.Y + Gear^.dY * 3;
+    Gear^.doStep := @doStepBulletWork
+end;
+
+procedure doStepSniperRifleShot(Gear: PGear);
+var
+    HHGear: PGear;
+    shell: PVisualGear;
+begin
+    cArtillery := true;
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.State := HHGear^.State or gstNotKickable;
+    HedgehogChAngle(HHGear);
+    if not cLaserSighting then
+        // game does not have default laser sight. turn it on and give them a chance to aim
+        begin
+        cLaserSighting := true;
+        HHGear^.Message := 0;
+        if (HHGear^.Angle >= 32) then
+            dec(HHGear^.Angle,32)
+        end;
+
+    if (HHGear^.Message and gmAttack) <> 0 then
+        begin
+        shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+        if shell <> nil then
+            begin
+            shell^.dX := gear^.dX.QWordValue / -8589934592;
+            shell^.dY := gear^.dY.QWordValue / -8589934592;
+            shell^.Frame := 1
+            end;
+        Gear^.State := Gear^.State or gstAnimation;
+        Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
+        Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
+        PlaySound(sndGun);
+        // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
+        Gear^.X := Gear^.X + Gear^.dX * 3;
+        Gear^.Y := Gear^.Y + Gear^.dY * 3;
+        Gear^.doStep := @doStepBulletWork;
+        end
+    else
+        if (GameTicks mod 32) = 0 then
+            if (GameTicks mod 4096) < 2048 then
+                begin
+                if (HHGear^.Angle + 1 <= cMaxAngle) then
+                    inc(HHGear^.Angle)
+                end
+    else
+        if (HHGear^.Angle >= 1) then
+            dec(HHGear^.Angle);
+
+    if (TurnTimeLeft > 0) then
+        dec(TurnTimeLeft)
+    else
+        begin
+        DeleteGear(Gear);
+        AfterAttack
+        end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepActionTimer(Gear: PGear);
+begin
+dec(Gear^.Timer);
+case Gear^.Kind of
+    gtATStartGame:
+        begin
+        AllInactive := false;
+        if Gear^.Timer = 0 then
+            begin
+            AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
+            end
+        end;
+    gtATFinishGame:
+        begin
+        AllInactive := false;
+        if Gear^.Timer = 1000 then
+            begin
+            ScreenFade := sfToBlack;
+            ScreenFadeValue := 0;
+            ScreenFadeSpeed := 1;
+            end;
+        if Gear^.Timer = 0 then
+            begin
+            SendIPC(_S'N');
+            SendIPC(_S'q');
+            GameState := gsExit
+            end
+        end;
+    end;
+if Gear^.Timer = 0 then
+    DeleteGear(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPickHammerWork(Gear: PGear);
+var
+    i, ei, x, y: LongInt;
+    HHGear: PGear;
+begin
+    AllInactive := false;
+    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), lfLandMask) then
+            begin
+            Gear^.dY := Gear^.dY + cGravity;
+            Gear^.Y := Gear^.Y + Gear^.dY
+            end;
+        if hwRound(Gear^.Y) > cWaterLine then
+            Gear^.Timer := 1
+        end;
+
+    Gear^.X := Gear^.X + HHGear^.dX;
+    if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
+        begin
+        HHGear^.X := Gear^.X;
+        HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
+        end;
+
+    if (Gear^.Message and gmAttack) <> 0 then
+        if (Gear^.State and gsttmpFlag) <> 0 then
+            Gear^.Timer := 1
+    else //there would be a mistake.
+    else
+        if (Gear^.State and gsttmpFlag) = 0 then
+            Gear^.State := Gear^.State or gsttmpFlag;
+    if ((Gear^.Message and gmLeft) <> 0) then
+        Gear^.dX := - _0_3
+    else
+        if ((Gear^.Message and gmRight) <> 0) then
+            Gear^.dX := _0_3
+    else Gear^.dX := _0;
+end;
+
+procedure doStepPickHammer(Gear: PGear);
+var
+    i, y: LongInt;
+    ar: TRangeArray;
+    HHGear: PGear;
+begin
+    i := 0;
+    HHGear := Gear^.Hedgehog^.Gear;
+
+    y := hwRound(Gear^.Y) - cHHRadius * 2;
+    while y < hwRound(Gear^.Y) do
+        begin
+        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+        inc(y, 2);
+        inc(i)
+        end;
+
+    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
+    Gear^.dY := HHGear^.dY;
+    DeleteCI(HHGear);
+
+    Gear^.SoundChannel := LoopSound(sndPickhammer);
+    doStepPickHammerWork(Gear);
+    Gear^.doStep := @doStepPickHammerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+var
+    BTPrevAngle, BTSteps: LongInt;
+
+procedure doStepBlowTorchWork(Gear: PGear);
+var
+    HHGear: PGear;
+    b: boolean;
+    prevX: LongInt;
+begin
+    AllInactive := false;
+    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;
+    HedgehogChAngle(HHGear);
+    Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
+    Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+    DrawTunnel(HHGear^.X,
+        HHGear^.Y + Gear^.dY * cHHRadius - _1 -
+        ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
+        Gear^.dX, Gear^.dY,
+        cHHStepTicks, cHHRadius * 2 + 7);
+    HHGear^.Message := 0;
+    HHGear^.State := HHGear^.State or gstNotKickable;
+    Gear^.doStep := @doStepBlowTorchWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMine(Gear: PGear);
+var vg: PVisualGear;
+    dxdy: hwFloat;
+begin
+    if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+    if (Gear^.State and gstMoving) <> 0 then
+        begin
+        DeleteCI(Gear);
+        doStepFallingGear(Gear);
+        if (Gear^.State and gstMoving) = 0 then
+            begin
+            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 (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
+            inc(Gear^.Damage, hwRound(dxdy * _50));
+
+        if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
+            begin
+            vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+            if vg <> nil then
+                vg^.Scale:= 0.5
+            end;
+
+        if (Gear^.Damage > 35) then
+            begin
+            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+            DeleteGear(Gear);
+            exit
+            end
+        end;
+
+    if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
+        if ((Gear^.State and gstAttacking) = 0) then
+            begin
+            if ((GameTicks and $1F) = 0) then
+                if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
+                    Gear^.State := Gear^.State or gstAttacking
+            end
+        else // gstAttacking <> 0
+            begin
+            AllInactive := false;
+            if (Gear^.Timer and $FF) = 0 then
+                PlaySound(sndMineTick);
+            if Gear^.Timer = 0 then
+                begin
+                if ((Gear^.State and gstWait) <> 0)
+                or (cMineDudPercent = 0)
+                or (getRandom(100) > cMineDudPercent) then
+                    begin
+                    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+                    DeleteGear(Gear)
+                    end
+                else
+                    begin
+                    vg:= AddVisualGear(hwRound(Gear^.X) - 4  + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+                    if vg <> nil then
+                        vg^.Scale:= 0.5;
+                    PlaySound(sndVaporize);
+                    Gear^.Health := 0;
+                    Gear^.Damage := 0;
+                    Gear^.State := Gear^.State and (not gstAttacking)
+                    end;
+                exit
+                end;
+            dec(Gear^.Timer);
+            end
+    else // gsttmpFlag = 0
+        if (TurnTimeLeft = 0)
+        or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
+        or (Gear^.Hedgehog^.Gear = nil) then
+            Gear^.State := Gear^.State or gsttmpFlag;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSMine(Gear: PGear);
+begin
+    // TODO: do real calculation?
+    if TestCollisionXwithGear(Gear, 2)
+    or (TestCollisionYwithGear(Gear, -2) <> 0)
+    or TestCollisionXwithGear(Gear, -2)
+    or (TestCollisionYwithGear(Gear, 2) <> 0) then
+        begin
+        if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
+            begin
+            PlaySound(sndRopeAttach);
+            Gear^.dX:= _0;
+            Gear^.dY:= _0;
+            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;
+
+///////////////////////////////////////////////////////////////////////////////
+
+procedure doStepRollingBarrel(Gear: PGear);
+var
+    i: LongInt;
+    particle: PVisualGear;
+    dxdy: hwFloat;
+begin
+    if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
+        SetLittle(Gear^.dY);
+    Gear^.State := Gear^.State or gstAnimation;
+    if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
+
+    if ((Gear^.dX.QWordValue <> 0)
+    or (Gear^.dY.QWordValue <> 0))  then
+        begin
+        DeleteCI(Gear);
+        AllInactive := false;
+        dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+        doStepFallingGear(Gear);
+        if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
+            begin
+            if (TestCollisionYwithGear(Gear, 1) <> 0) then
+                begin
+                Gear^.State := Gear^.State or gsttmpFlag;
+                for i:= min(12, hwRound(dxdy*_10)) downto 0 do
+                    begin
+                    particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
+                    if particle <> nil then
+                        particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+                    end
+                end;
+            inc(Gear^.Damage, hwRound(dxdy * _50))
+            end;
+        CalcRotationDirAngle(Gear);
+        //CheckGearDrowning(Gear)
+        end
+    else
+        begin
+        Gear^.State := Gear^.State or gsttmpFlag;
+        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
+        doStepCase(Gear);
+end;
+
+procedure doStepCase(Gear: PGear);
+var
+    i, x, y: LongInt;
+    k: TGearType;
+    dX, dY: HWFloat;
+    hog: PHedgehog;
+    sparkles: PVisualGear;
+    gi: PGear;
+begin
+    k := Gear^.Kind;
+
+    if (Gear^.Message and gmDestroy) > 0 then
+        begin
+        DeleteGear(Gear);
+        FreeActionsList;
+        SetAllToActive;
+        // something (hh, mine, etc...) could be on top of the case
+        with CurrentHedgehog^ do
+            if Gear <> nil then
+                Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
+        exit
+        end;
+    if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
+
+    if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
+        begin
+        x := hwRound(Gear^.X);
+        y := hwRound(Gear^.Y);
+        hog:= Gear^.Hedgehog;
+
+        DeleteGear(Gear);
+        // <-- delete gear!
+
+        if k = gtCase then
+            begin
+            doMakeExplosion(x, y, 25, hog, EXPLAutoSound);
+            for i:= 0 to 63 do
+                AddGear(x, y, gtFlame, 0, _0, _0, 0);
+            end
+        else if k = gtExplosives then
+                begin
+                doMakeExplosion(x, y, 75, hog, EXPLAutoSound);
+                for i:= 0 to 31 do
+                    begin
+                    dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
+                    dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
+                    AddGear(x, y, gtFlame, 0, dX, dY, 0);
+                    AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
+                    end
+                end;
+            exit
+        end;
+
+    if k = gtExplosives then
+        begin
+        //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
+        if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
+            begin
+            Gear^.doStep := @doStepRollingBarrel;
+            exit;
+            end
+        else Gear^.dX:= _0;
+
+        if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+            if (cBarrelHealth div Gear^.Health) > 2 then
+                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+            else
+                AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
+        dec(Gear^.Health, Gear^.Damage);
+        Gear^.Damage := 0;
+        end
+    else
+        begin
+        if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
+            begin
+            gi := GearsList;
+            while gi <> nil do
+                begin
+                if gi^.Kind = gtGenericFaller then
+                    begin
+                    gi^.Active:= true;
+                    gi^.X:=  int2hwFloat(GetRandom(rightX-leftX)+leftX);
+                    gi^.Y:=  int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+                    gi^.dX:= _90-(GetRandomf*_360);
+                    gi^.dY:= _90-(GetRandomf*_360)
+                    end;
+                gi := gi^.NextGear
+                end
+            end;
+
+        if Gear^.Timer = 500 then
+            begin
+(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
+   voices. Reinforcements voices is heard for active team, not team-to-be.  Either that or change crate spawn from end of turn to start, although that
+   has its own complexities. *)
+            // Abuse a couple of gear values to track origin
+            Gear^.Angle:= hwRound(Gear^.Y);
+            Gear^.Tag:= random(2);
+            inc(Gear^.Timer)
+            end;
+        if Gear^.Timer < 1833 then inc(Gear^.Timer);
+        if Gear^.Timer = 1000 then
+            begin
+            sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
+            if sparkles <> nil then
+                begin
+                sparkles^.dX:= 0;
+                sparkles^.dY:= 0;
+                sparkles^.Angle:= 270;
+                if Gear^.Tag = 1 then
+                    sparkles^.Tint:= $3744D7FF
+                else sparkles^.Tint:= $FAB22CFF
+                end;
+            end;
+        if Gear^.Timer < 1000 then
+            begin
+            AllInactive:= false;
+            exit
+            end
+        end;
+
+
+    if (Gear^.dY.QWordValue <> 0)
+    or (TestCollisionYwithGear(Gear, 1) = 0) then
+        begin
+        AllInactive := false;
+
+        Gear^.dY := Gear^.dY + cGravity;
+
+        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+            Gear^.dY := _0;
+
+        Gear^.Y := Gear^.Y + Gear^.dY;
+
+        if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
+            SetAllHHToActive(false);
+
+        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+            begin
+            if (Gear^.dY > _0_2) and (k = gtExplosives) then
+                inc(Gear^.Damage, hwRound(Gear^.dY * _70));
+
+            if Gear^.dY > _0_2 then
+                for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+                    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+            Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+            if Gear^.dY > - _0_001 then
+                Gear^.dY := _0
+            else if Gear^.dY < - _0_03 then
+                PlaySound(Gear^.ImpactSound);
+            end;
+        //if Gear^.dY > - _0_001 then Gear^.dY:= _0
+        CheckGearDrowning(Gear);
+        end;
+
+    if (Gear^.dY.QWordValue = 0) then
+        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 and (GameTicks and $F = 0) then
+            begin
+            Gear^.Radius := 7;
+            tdX:= Gear^.dX;
+            tdY:= Gear^.dY;
+            Gear^.dX.QWordValue:= 120000000;
+            Gear^.dY.QWordValue:= 429496730;
+            Gear^.dX.isNegative:= getrandom(2)<>1;
+            Gear^.dY.isNegative:= true;
+            AmmoShove(Gear, 2, 125);
+            Gear^.dX:= tdX;
+            Gear^.dY:= tdY;
+            Gear^.Radius := 1
+            end;
+        if Gear^.Timer > 0 then
+            begin
+            dec(Gear^.Timer);
+            inc(Gear^.Damage)
+            end
+        else
+            begin
+            gX := hwRound(Gear^.X);
+            gY := hwRound(Gear^.Y);
+            // Standard fire
+            if not sticky then
+                begin
+                if ((GameTicks and $1) = 0) then
+                    begin
+                    Gear^.Radius := 7;
+                    tdX:= Gear^.dX;
+                    tdY:= Gear^.dY;
+                    Gear^.dX.QWordValue:= 214748365;
+                    Gear^.dY.QWordValue:= 429496730;
+                    Gear^.dX.isNegative:= getrandom(2)<>1;
+                    Gear^.dY.isNegative:= true;
+                    AmmoShove(Gear, 6, 100);
+                    Gear^.dX:= tdX;
+                    Gear^.dY:= tdY;
+                    Gear^.Radius := 1;
+                    end
+                else if ((GameTicks and $3) = 3) then
+                    doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+                //DrawExplosion(gX, gY, 4);
+
+                if ((GameTicks and $7) = 0) and (Random(2) = 0) then
+                    for i:= Random(2) downto 0 do
+                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+                if Gear^.Health > 0 then
+                    dec(Gear^.Health);
+                Gear^.Timer := 450 - Gear^.Tag * 8
+                end
+            else
+                begin
+                // Modified fire
+                if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
+                    begin
+                    DrawExplosion(gX, gY, 4);
+
+                    for i:= Random(3) downto 0 do
+                        AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+                    end;
+
+// This one is interesting.  I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
+                Gear^.Timer := 100 - Gear^.Tag * 3;
+                if (Gear^.Damage > 3000+Gear^.Tag*1500) then
+                    Gear^.Health := 0
+                end
+            end
+        end;
+    if Gear^.Health = 0 then
+        begin
+        gX := hwRound(Gear^.X);
+        gY := hwRound(Gear^.Y);
+        if not sticky then
+            begin
+            if ((GameTicks and $3) = 0) and (Random(1) = 0) then
+                for i:= Random(2) downto 0 do
+                    AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+            end
+        else
+            for i:= Random(3) downto 0 do
+                AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+        DeleteGear(Gear)
+        end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFirePunchWork(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    AllInactive := false;
+    if ((Gear^.Message and gmDestroy) <> 0) then
+        begin
+        DeleteGear(Gear);
+        AfterAttack;
+        exit
+        end;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
+        begin
+        Gear^.Tag := hwRound(HHGear^.Y);
+        DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
+        HHGear^.State := HHGear^.State or gstNoDamage;
+        Gear^.Y := HHGear^.Y;
+        AmmoShove(Gear, 30, 40);
+        HHGear^.State := HHGear^.State and (not gstNoDamage)
+        end;
+
+    HHGear^.dY := HHGear^.dY + cGravity;
+    if not (HHGear^.dY.isNegative) then
+        begin
+        HHGear^.State := HHGear^.State or gstMoving;
+        DeleteGear(Gear);
+        AfterAttack;
+        exit
+        end;
+
+    if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
+        lfIndestructible) then
+            HHGear^.Y := HHGear^.Y + HHGear^.dY
+end;
+
+procedure doStepFirePunch(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    AllInactive := false;
+    HHGear := Gear^.Hedgehog^.Gear;
+    DeleteCI(HHGear);
+    //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
+    HHGear^.dX := SignAs(cLittle, Gear^.dX);
+
+    HHGear^.dY := - _0_3;
+
+    Gear^.X := HHGear^.X;
+    Gear^.dX := SignAs(_0_45, Gear^.dX);
+    Gear^.dY := - _0_9;
+    Gear^.doStep := @doStepFirePunchWork;
+    DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
+
+    PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepParachuteWork(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+
+    inc(Gear^.Timer);
+
+    if (TestCollisionYwithGear(HHGear, 1) <> 0)
+    or ((HHGear^.State and gstHHDriven) = 0)
+    or CheckGearDrowning(HHGear)
+    or ((Gear^.Message and gmAttack) <> 0) then
+        begin
+        with HHGear^ do
+            begin
+            Message := 0;
+            SetLittle(dX);
+            dY := _0;
+            State := State or gstMoving;
+            end;
+        DeleteGear(Gear);
+        isCursorVisible := false;
+        ApplyAmmoChanges(HHGear^.Hedgehog^);
+        exit
+        end;
+
+    HHGear^.X := HHGear^.X + cWindSpeed * 200;
+
+    if (Gear^.Message and gmLeft) <> 0 then
+        HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
+
+    else if (Gear^.Message and gmRight) <> 0 then
+        HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
+
+    if (Gear^.Message and gmUp) <> 0 then
+        HHGear^.Y := HHGear^.Y - cGravity * 40
+
+    else if (Gear^.Message and gmDown) <> 0 then
+        HHGear^.Y := HHGear^.Y + cGravity * 40;
+
+    // don't drift into obstacles
+    if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+        HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
+    HHGear^.Y := HHGear^.Y + cGravity * 100;
+    Gear^.X := HHGear^.X;
+    Gear^.Y := HHGear^.Y
+end;
+
+procedure doStepParachute(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+
+    DeleteCI(HHGear);
+
+    AfterAttack;
+
+    HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
+    HHGear^.Message := HHGear^.Message and (not gmAttack);
+
+    Gear^.doStep := @doStepParachuteWork;
+
+    Gear^.Message := HHGear^.Message;
+    doStepParachuteWork(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepAirAttackWork(Gear: PGear);
+begin
+    AllInactive := false;
+    Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
+
+    if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
+        begin
+        dec(Gear^.Health);
+            case Gear^.State of
+                0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+                1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine,    0, cBombsSpeed * Gear^.Tag, _0, 0);
+                2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+                3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
+            //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
+            //                 Gear^.Tag, _0, 5000);
+            end;
+        Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
+        StopSoundChan(Gear^.SoundChannel, 4000);
+        end;
+
+    if (GameTicks and $3F) = 0 then
+        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+    if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
+        begin
+        // avoid to play forever (is this necessary?)
+        StopSoundChan(Gear^.SoundChannel);
+        DeleteGear(Gear)
+        end;
+end;
+
+procedure doStepAirAttack(Gear: PGear);
+begin
+    AllInactive := false;
+
+    if Gear^.X.QWordValue = 0 then
+        begin
+        Gear^.Tag :=  1;
+        Gear^.X := -_2048;
+        end
+    else
+        begin
+        Gear^.Tag := -1;
+        Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
+        end;
+
+    Gear^.Y := int2hwFloat(topY-300);
+    Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
+
+    // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
+    if (Gear^.State = 2) then
+        Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
+    // calcs for regular falling gears
+    else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
+            Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
+                cGravity) * Gear^.Tag;
+
+    Gear^.Health := 6;
+    Gear^.doStep := @doStepAirAttackWork;
+    Gear^.SoundChannel := LoopSound(sndPlane, 4000);
+
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepAirBomb(Gear: PGear);
+begin
+    AllInactive := false;
+    doStepFallingGear(Gear);
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+        DeleteGear(Gear);
+        with mobileRecord do
+            if (performRumble <> nil) and (not fastUntilLag) then
+                performRumble(kSystemSoundID_Vibrate);
+        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
+    HHGear := Gear^.Hedgehog^.Gear;
+    doStepHedgehogMoving(HHGear);
+    // if not infattack mode wait for hedgehog finish falling to collect cases
+    if ((GameFlags and gfInfAttack) <> 0)
+    or ((HHGear^.State and gstMoving) = 0)
+    or (Gear^.Hedgehog^.Gear^.Damage > 0)
+    or ((HHGear^.State and gstDrowning) = 1) then
+        begin
+        DeleteGear(Gear);
+        AfterAttack
+        end
+end;
+
+procedure doStepTeleportAnim(Gear: PGear);
+begin
+    if (Gear^.Hedgehog^.Gear^.Damage > 0) then
+        begin
+        DeleteGear(Gear);
+        AfterAttack;
+        end;
+    inc(Gear^.Timer);
+    if Gear^.Timer = 65 then
+        begin
+        Gear^.Timer := 0;
+        inc(Gear^.Pos);
+        if Gear^.Pos = 11 then
+            Gear^.doStep := @doStepTeleportAfter
+        end;
+end;
+
+procedure doStepTeleport(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    AllInactive := false;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
+        Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
+        sprHHTelepMask, 0, false, false) then
+        begin
+        HHGear^.Message := HHGear^.Message and (not gmAttack);
+        HHGear^.State := HHGear^.State and (not gstAttacking);
+        HHGear^.State := HHGear^.State or gstHHChooseTarget;
+        DeleteGear(Gear);
+        isCursorVisible := true;
+        PlaySound(sndDenied)
+        end
+    else
+        begin
+        DeleteCI(HHGear);
+        SetAllHHToActive;
+        Gear^.doStep := @doStepTeleportAnim;
+
+  // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
+        Gear^.dX := HHGear^.dX;
+        // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
+        HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
+        Gear^.X := HHGear^.X;
+        Gear^.Y := HHGear^.Y;
+        HHGear^.X := int2hwFloat(Gear^.Target.X);
+        HHGear^.Y := int2hwFloat(Gear^.Target.Y);
+        HHGear^.State := HHGear^.State or gstMoving;
+        Gear^.Hedgehog^.Unplaced := false;
+        isCursorVisible := false;
+        playSound(sndWarp)
+        end;
+    Gear^.Target.X:= NoPointX
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSwitcherWork(Gear: PGear);
+var
+    HHGear: PGear;
+    hedgehog: PHedgehog;
+    State: Longword;
+begin
+    AllInactive := false;
+
+    if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
+        begin
+        hedgehog := Gear^.Hedgehog;
+        //Msg := Gear^.Message and (not gmSwitch);
+        DeleteGear(Gear);
+        ApplyAmmoChanges(hedgehog^);
+
+        HHGear := CurrentHedgehog^.Gear;
+        ApplyAmmoChanges(HHGear^.Hedgehog^);
+        //HHGear^.Message := Msg;
+        exit
+        end;
+
+    if (Gear^.Message and gmSwitch) <> 0 then
+        begin
+        HHGear := CurrentHedgehog^.Gear;
+        HHGear^.Message := HHGear^.Message and (not gmSwitch);
+        Gear^.Message := Gear^.Message and (not gmSwitch);
+        State := HHGear^.State;
+        HHGear^.State := 0;
+        HHGear^.Z := cHHZ;
+        HHGear^.Active := false;
+        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+
+        PlaySound(sndSwitchHog);
+
+        repeat
+            CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
+        until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
+              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
+              (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
+
+        SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
+        AmmoMenuInvalidated:= true;
+
+        HHGear := CurrentHedgehog^.Gear;
+        HHGear^.State := State;
+        HHGear^.Active := true;
+        FollowGear := HHGear;
+        HHGear^.Z := cCurrHHZ;
+        HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+        Gear^.X := HHGear^.X;
+        Gear^.Y := HHGear^.Y
+        end;
+end;
+
+procedure doStepSwitcher(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    Gear^.doStep := @doStepSwitcherWork;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    OnUsedAmmo(HHGear^.Hedgehog^);
+    with HHGear^ do
+        begin
+        State := State and (not gstAttacking);
+        Message := Message and (not gmAttack)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMortar(Gear: PGear);
+var
+    dX, dY, gdX, gdY: hwFloat;
+    i: LongInt;
+begin
+    AllInactive := false;
+    gdX := Gear^.dX;
+    gdY := Gear^.dY;
+
+    doStepFallingGear(Gear);
+    if (Gear^.State and gstCollision) <> 0 then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+        gdX.isNegative := not gdX.isNegative;
+        gdY.isNegative := not gdY.isNegative;
+        gdX:= gdX*_0_2;
+        gdY:= gdY*_0_2;
+
+        for i:= 0 to 4 do
+            begin
+            dX := gdX + rndSign(GetRandomf) * _0_03;
+            dY := gdY + rndSign(GetRandomf) * _0_03;
+            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
+            end;
+
+        DeleteGear(Gear);
+        exit
+        end;
+
+    if (GameTicks and $3F) = 0 then
+        begin
+        if hwRound(Gear^.Y) > cWaterLine then
+             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKamikazeWork(Gear: PGear);
+var
+    i: LongWord;
+    HHGear: PGear;
+    sparkles: PVisualGear;
+    hasWishes: boolean;
+begin
+    AllInactive := false;
+    hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
+    if hasWishes then
+        Gear^.AdvBounce:= 1;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    if HHGear = nil then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    HHGear^.State := HHGear^.State or gstNoDamage;
+    DeleteCI(HHGear);
+
+    Gear^.X := HHGear^.X;
+    Gear^.Y := HHGear^.Y;
+    if (GameTicks mod 2 = 0) and hasWishes then
+        begin
+        sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
+        if sparkles <> nil then
+            begin
+            sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+            sparkles^.Angle:= random(360);
+            end
+        end;
+
+    i := 2;
+    repeat
+
+        Gear^.X := Gear^.X + HHGear^.dX;
+        Gear^.Y := Gear^.Y + HHGear^.dY;
+        HHGear^.X := Gear^.X;
+        HHGear^.Y := Gear^.Y;
+
+        inc(Gear^.Damage, 2);
+
+        //  if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
+        //      or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
+
+        dec(i)
+    until (i = 0)
+    or (Gear^.Damage > Gear^.Health);
+
+    inc(upd);
+    if upd > 3 then
+        begin
+        if Gear^.Health < 1500 then
+            begin
+            if Gear^.AdvBounce <> 0 then
+                Gear^.Pos := 3
+            else
+                Gear^.Pos := 2;
+            end;
+
+        AmmoShove(Gear, 30, 40);
+
+        DrawTunnel(HHGear^.X - HHGear^.dX * 10,
+                    HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
+        HHGear^.dX,
+        HHGear^.dY,
+        20 + cHHRadius * 2,
+        cHHRadius * 2 + 7);
+
+        upd := 0
+        end;
+
+    if Gear^.Health < Gear^.Damage then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+        if hasWishes then
+            for i:= 0 to 31 do
+                begin
+                sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+                if sparkles <> nil then
+                    with sparkles^ do
+                        begin
+                        Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+                        Angle:= random(360);
+                        dx:= 0.001 * (random(200));
+                        dy:= 0.001 * (random(200));
+                        if random(2) = 0 then
+                            dx := -dx;
+                        if random(2) = 0 then
+                            dy := -dy;
+                        FrameTicks:= random(400) + 250
+                        end
+                end;
+        AfterAttack;
+        HHGear^.Message:= HHGear^.Message or gmDestroy;
+        DeleteGear(Gear);
+    end
+    else
+        begin
+        dec(Gear^.Health, Gear^.Damage);
+        Gear^.Damage := 0
+        end
+end;
+
+procedure doStepKamikazeIdle(Gear: PGear);
+begin
+    AllInactive := false;
+    dec(Gear^.Timer);
+    if Gear^.Timer = 0 then
+        begin
+        Gear^.Pos := 1;
+        PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
+        Gear^.doStep := @doStepKamikazeWork
+        end
+end;
+
+procedure doStepKamikaze(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    AllInactive := false;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+
+    HHGear^.dX := Gear^.dX;
+    HHGear^.dY := Gear^.dY;
+
+    Gear^.dX := SignAs(_0_45, Gear^.dX);
+    Gear^.dY := - _0_9;
+
+    Gear^.Timer := 550;
+
+    Gear^.doStep := @doStepKamikazeIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+const cakeh =   27;
+var
+    CakePoints: array[0..Pred(cakeh)] of record
+        x, y: hwFloat;
+    end;
+    CakeI: Longword;
+
+procedure doStepCakeExpl(Gear: PGear);
+begin
+    AllInactive := false;
+
+    inc(Gear^.Tag);
+    if Gear^.Tag < 2250 then
+        exit;
+
+    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear^.Hedgehog, EXPLAutoSound);
+    AfterAttack;
+    DeleteGear(Gear)
+end;
+
+procedure doStepCakeDown(Gear: PGear);
+var
+    gi: PGear;
+    dmg, dmgBase: LongInt;
+    fX, fY, tdX, tdY: hwFloat;
+begin
+    AllInactive := false;
+
+    inc(Gear^.Tag);
+    if Gear^.Tag < 100 then
+        exit;
+    Gear^.Tag := 0;
+
+    if Gear^.Pos = 0 then
+        begin
+///////////// adapted from doMakeExplosion ///////////////////////////
+        //fX:= Gear^.X;
+        //fY:= Gear^.Y;
+        //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
+        //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
+        fX:= int2hwFloat(hwRound(Gear^.X));
+        fY:= int2hwFloat(hwRound(Gear^.Y));
+        dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
+        gi := GearsList;
+        while gi <> nil do
+            begin
+            if gi^.Kind = gtHedgehog then
+                begin
+                dmg:= 0;
+                tdX:= gi^.X-fX;
+                tdY:= gi^.Y-fY;
+                if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
+                    dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
+                if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
+                if (dmg > 1) then
+                    if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
+                        gi^.State := gi^.State or gstLoser
+                    else
+                        gi^.State := gi^.State or gstWinner;
+                end;
+            gi := gi^.NextGear
+            end;
+//////////////////////////////////////////////////////////////////////
+        Gear^.doStep := @doStepCakeExpl;
+        PlaySound(sndCake)
+        end
+    else dec(Gear^.Pos)
+end;
+
+
+procedure doStepCakeWork(Gear: PGear);
+var
+    tdx, tdy: hwFloat;
+begin
+    AllInactive := false;
+
+    inc(Gear^.Tag);
+    if Gear^.Tag < 7 then
+        exit;
+
+    dec(Gear^.Health);
+    Gear^.Timer := Gear^.Health*10;
+    if Gear^.Health mod 100 = 0 then
+        Gear^.PortalCounter:= 0;
+    // This is not seconds, but at least it is *some* feedback
+    if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
+        begin
+        FollowGear := Gear;
+        Gear^.RenderTimer := false;
+        Gear^.doStep := @doStepCakeDown;
+        exit
+        end;
+
+    cakeStep(Gear);
+
+    if Gear^.Tag = 0 then
+        begin
+        CakeI := (CakeI + 1) mod cakeh;
+        tdx := CakePoints[CakeI].x - Gear^.X;
+        tdy := - CakePoints[CakeI].y + Gear^.Y;
+        CakePoints[CakeI].x := Gear^.X;
+        CakePoints[CakeI].y := Gear^.Y;
+        Gear^.DirAngle := DxDy2Angle(tdx, tdy);
+        end;
+end;
+
+procedure doStepCakeUp(Gear: PGear);
+var
+    i: Longword;
+begin
+    AllInactive := false;
+
+    inc(Gear^.Tag);
+    if Gear^.Tag < 100 then
+        exit;
+    Gear^.Tag := 0;
+
+    if Gear^.Pos = 6 then
+        begin
+        for i:= 0 to Pred(cakeh) do
+            begin
+            CakePoints[i].x := Gear^.X;
+            CakePoints[i].y := Gear^.Y
+            end;
+        CakeI := 0;
+        Gear^.doStep := @doStepCakeWork
+        end
+    else
+        inc(Gear^.Pos)
+end;
+
+procedure doStepCakeFall(Gear: PGear);
+begin
+    AllInactive := false;
+
+    Gear^.dY := Gear^.dY + cGravity;
+    if TestCollisionYwithGear(Gear, 1) <> 0 then
+        Gear^.doStep := @doStepCakeUp
+    else
+        begin
+        Gear^.Y := Gear^.Y + Gear^.dY;
+        if CheckGearDrowning(Gear) then
+            AfterAttack
+        end
+end;
+
+procedure doStepCake(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    AllInactive := false;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.Message := HHGear^.Message and (not gmAttack);
+    Gear^.CollisionMask:= lfNotCurrentMask;
+
+    FollowGear := Gear;
+
+    Gear^.doStep := @doStepCakeFall
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSeductionWork(Gear: PGear);
+var i: LongInt;
+    hogs: PGearArrayS;
+begin
+    AllInactive := false;
+    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
+    if hogs.size > 0 then
+        begin
+        for i:= 0 to hogs.size - 1 do
+            with hogs.ar^[i]^ do
+                begin
+                if hogs.ar^[i] <> CurrentHedgehog^.Gear then
+                    begin
+                    dX:= _50 * cGravity * (Gear^.X - X) / _25;
+                    dY:= -_450 * cGravity;
+                    Active:= true;
+                    end
+                end;
+        end ;
+        AfterAttack;
+        DeleteGear(Gear);
+(*
+    Gear^.X := Gear^.X + Gear^.dX;
+    Gear^.Y := Gear^.Y + Gear^.dY;
+    x := hwRound(Gear^.X);
+    y := hwRound(Gear^.Y);
+
+    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
+        if (Land[y, x] <> 0) then
+            begin
+            Gear^.dX.isNegative := not Gear^.dX.isNegative;
+            Gear^.dY.isNegative := not Gear^.dY.isNegative;
+            Gear^.dX := Gear^.dX * _1_5;
+            Gear^.dY := Gear^.dY * _1_5 - _0_3;
+            AmmoShove(Gear, 0, 40);
+            AfterAttack;
+            DeleteGear(Gear)
+            end
+        else
+    else
+        begin
+        AfterAttack;
+        DeleteGear(Gear)
+        end*)
+end;
+
+procedure doStepSeductionWear(Gear: PGear);
+var heart: PVisualGear;
+begin
+    AllInactive := false;
+    inc(Gear^.Timer);
+    if Gear^.Timer > 250 then
+        begin
+        Gear^.Timer := 0;
+        inc(Gear^.Pos);
+        if Gear^.Pos = 5 then
+            PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
+        end;
+
+    if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
+        begin
+        heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+        if heart <> nil then
+            with heart^ do
+                begin
+                dx:= 0.001 * (random(200));
+                dy:= 0.001 * (random(200));
+                if random(2) = 0 then
+                    dx := -dx;
+                if random(2) = 0 then
+                    dy := -dy;
+                FrameTicks:= random(750) + 1000;
+                State:= ord(sprSeduction)
+                end;
+        end;
+
+    if Gear^.Pos = 15 then
+        Gear^.doStep := @doStepSeductionWork
+end;
+
+procedure doStepSeduction(Gear: PGear);
+begin
+    AllInactive := false;
+    //DeleteCI(Gear^.Hedgehog^.Gear);
+    Gear^.doStep := @doStepSeductionWear
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepWaterUp(Gear: PGear);
+var
+    i: LongWord;
+begin
+    if (Gear^.Tag = 0)
+    or (cWaterLine = 0) then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    AllInactive := false;
+
+    inc(Gear^.Timer);
+    if Gear^.Timer = 17 then
+        Gear^.Timer := 0
+    else
+        exit;
+
+    if cWaterLine > 0 then
+        begin
+        dec(cWaterLine);
+        for i:= 0 to LAND_WIDTH - 1 do
+            Land[cWaterLine, i] := 0;
+        SetAllToActive
+        end;
+
+    dec(Gear^.Tag);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrillDrilling(Gear: PGear);
+var
+    t: PGearArray;
+    tempColl: Word;
+begin
+    AllInactive := false;
+    if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
+        begin
+        dec(Gear^.Timer);
+        exit;
+        end;
+
+    DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
+    Gear^.X := Gear^.X + Gear^.dX;
+    Gear^.Y := Gear^.Y + Gear^.dY;
+    if (Gear^.Timer mod 30) = 0 then
+        AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
+    if (CheckGearDrowning(Gear)) then
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        exit
+    end;
+
+    tempColl:= Gear^.CollisionMask;
+    Gear^.CollisionMask:= $007F;
+    if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
+        t := CheckGearsCollision(Gear)
+    else t := nil;
+    Gear^.CollisionMask:= tempColl;
+    //fixes drill not exploding when touching HH bug
+
+    if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
+    or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
+// CheckLandValue returns true if the type isn't matched
+    or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
+        begin
+        //out of time or exited ground
+        StopSoundChan(Gear^.SoundChannel);
+        if (Gear^.State and gsttmpFlag) <> 0 then
+            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+        else
+            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+        DeleteGear(Gear);
+        exit
+        end
+
+    else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        Gear^.Tag := 1;
+        Gear^.doStep := @doStepDrill
+        end;
+
+    dec(Gear^.Timer);
+end;
+
+procedure doStepDrill(Gear: PGear);
+var
+    t: PGearArray;
+    oldDx, oldDy: hwFloat;
+    t2: hwFloat;
+begin
+    AllInactive := false;
+
+    if (Gear^.State and gsttmpFlag) = 0 then
+        Gear^.dX := Gear^.dX + cWindSpeed;
+
+    oldDx := Gear^.dX;
+    oldDy := Gear^.dY;
+
+    doStepFallingGear(Gear);
+
+    if (GameTicks and $3F) = 0 then
+        begin
+        if hwRound(Gear^.Y) > cWaterLine then
+             AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+        else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+        end;
+
+    if ((Gear^.State and gstCollision) <> 0) then
+        begin
+        //hit
+        Gear^.dX := oldDx;
+        Gear^.dY := oldDy;
+
+        if GameTicks > Gear^.FlightTime then
+            t := CheckGearsCollision(Gear)
+        else
+            t := nil;
+        if (t = nil) or (t^.Count = 0) then
+            begin
+            //hit the ground not the HH
+            t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
+            Gear^.dX := Gear^.dX * t2;
+            Gear^.dY := Gear^.dY * t2;
+            end
+
+        else if (t <> nil) then
+            begin
+            //explode right on contact with HH
+            if (Gear^.State and gsttmpFlag) <> 0 then
+                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+            else
+                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+            DeleteGear(Gear);
+            exit;
+            end;
+
+        Gear^.SoundChannel := LoopSound(sndDrillRocket);
+        Gear^.doStep := @doStepDrillDrilling;
+
+        if (Gear^.State and gsttmpFlag) <> 0 then
+            gear^.RenderTimer:= true;
+        if Gear^.Timer > 0 then dec(Gear^.Timer)
+        end
+    else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
+        begin
+        if Gear^.Timer > 0 then
+            dec(Gear^.Timer)
+        else
+            begin
+            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+            DeleteGear(Gear);
+            end
+        end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBallgunWork(Gear: PGear);
+var
+    HHGear, ball: PGear;
+    rx, ry: hwFloat;
+    gX, gY: LongInt;
+begin
+    AllInactive := false;
+    dec(Gear^.Timer);
+    HHGear := Gear^.Hedgehog^.Gear;
+    HedgehogChAngle(HHGear);
+    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+    if (Gear^.Timer mod 100) = 0 then
+        begin
+        rx := rndSign(getRandomf * _0_1);
+        ry := rndSign(getRandomf * _0_1);
+
+        ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
+        ball^.CollisionMask:= lfNotCurrentMask;
+
+        PlaySound(sndGun);
+        end;
+
+    if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+        begin
+        DeleteGear(Gear);
+        AfterAttack
+        end
+end;
+
+procedure doStepBallgun(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
+    HHGear^.State := HHGear^.State or gstNotKickable;
+    Gear^.doStep := @doStepBallgunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepRCPlaneWork(Gear: PGear);
+
+const cAngleSpeed =   3;
+var
+    HHGear: PGear;
+    i: LongInt;
+    dX, dY: 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 HHGear^.Message and gmPrecise <> 0 then
+        HedgehogChAngle(HHGear)
+    else if Gear^.Health > 0 then
+        begin
+        if HHGear^.Message and gmUp <> 0 then
+            begin
+            if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
+                begin
+                if isUnderwater then
+                    begin
+                    HHGear^.dY := HHGear^.dY - (move * _0_7);
+                    for i:= random(10)+10 downto 0 do
+                        begin
+                        bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
+                        if bubble <> nil then
+                            bubble^.dY:= random(20)/10+0.1;
+                        end
+                    end
+                else HHGear^.dY := HHGear^.dY - move;
+                end;
+            dec(Gear^.Health, fuel);
+            Gear^.MsgParam := Gear^.MsgParam or gmUp;
+            Gear^.Timer := GameTicks
+            end;
+        move.isNegative := (HHGear^.Message and gmLeft) <> 0;
+        if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+            begin
+            HHGear^.dX := HHGear^.dX + (move * _0_1);
+            if isUnderwater then
+                begin
+                for i:= random(5)+5 downto 0 do
+                    begin
+                    bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
+                    if bubble <> nil then
+                        begin
+                        bubble^.dX:= (random(10)/10 + 0.02) * -1;
+                        if (move.isNegative) then
+                            begin
+                            bubble^.X := bubble^.X + 28;
+                            bubble^.dX:= bubble^.dX * (-1)
+                            end
+                        else bubble^.X := bubble^.X - 28;
+                        end;
+                    end
+                end;
+            dec(Gear^.Health, fuel div 5);
+            Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+            Gear^.Timer := GameTicks
+            end
+        end;
+
+    // erases them all at once :-/
+    if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
+        begin
+        Gear^.Timer := 0;
+        Gear^.MsgParam := 0
+        end;
+
+    if Gear^.Health < 0 then
+        Gear^.Health := 0;
+
+    i:= Gear^.Health div 20;
+
+    if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+        begin
+        Gear^.Damage:= i;
+        //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+        FreeTexture(Gear^.Tex);
+        Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
+        end;
+
+    if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
+       (HHGear^.Message and gmPrecise = 0) then
+        Gear^.State := Gear^.State and (not gsttmpFlag);
+
+    if HHGear^.Message and gmPrecise = 0 then
+        HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
+    HHGear^.State := HHGear^.State or gstMoving;
+
+    Gear^.X := HHGear^.X;
+    Gear^.Y := HHGear^.Y;
+
+    if not isUnderWater and hasBorder and ((HHGear^.X < _0)
+    or (hwRound(HHGear^.X) > LAND_WIDTH)) then
+        HHGear^.dY.isNegative:= false;
+
+    if ((Gear^.State and gsttmpFlag) = 0)
+    or (HHGear^.dY < _0) then
+        doStepHedgehogMoving(HHGear);
+
+    if // (Gear^.Health = 0)
+        (HHGear^.Damage <> 0)
+        //or CheckGearDrowning(HHGear)
+        or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
+        or (TurnTimeLeft = 0)
+        // allow brief ground touches - to be fair on this, might need another counter
+        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+        or ((Gear^.Message and gmAttack) <> 0) then
+            begin
+            with HHGear^ do
+                begin
+                Message := 0;
+                Active := true;
+                State := State or gstMoving
+                end;
+            DeleteGear(Gear);
+            isCursorVisible := false;
+            ApplyAmmoChanges(HHGear^.Hedgehog^);
+        //    if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+
+//    Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
+
+//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+            end
+end;
+
+procedure doStepJetpack(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    Gear^.Pos:= 0;
+    Gear^.doStep := @doStepJetpackWork;
+
+    HHGear := Gear^.Hedgehog^.Gear;
+    FollowGear := HHGear;
+    AfterAttack;
+    with HHGear^ do
+        begin
+        State := State and (not gstAttacking);
+        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
+
+        if (dY < _0_1) and (dY > -_0_1) then
+            begin
+            Gear^.State := Gear^.State or gsttmpFlag;
+            dY := dY - _0_2
+            end
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBirdyDisappear(Gear: PGear);
+begin
+    AllInactive := false;
+    Gear^.Pos := 0;
+    if Gear^.Timer < 2000 then
+        inc(Gear^.Timer, 1)
+    else
+        begin
+        DeleteGear(Gear);
+        end;
+end;
+
+procedure doStepBirdyFly(Gear: PGear);
+var
+    HHGear: PGear;
+    fuel, i: LongInt;
+    move: hwFloat;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+    if HHGear = nil then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    move := _0_2;
+    fuel := 50;
+
+    if Gear^.Pos > 0 then
+        dec(Gear^.Pos, 1)
+    else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
+            Gear^.Pos := 500;
+
+    if HHGear^.dX.isNegative then
+        Gear^.Tag := -1
+    else
+        Gear^.Tag := 1;
+
+    if (HHGear^.Message and gmUp) <> 0 then
+        begin
+        if (not HHGear^.dY.isNegative)
+        or (HHGear^.Y > -_256) then
+            HHGear^.dY := HHGear^.dY - move;
+
+        dec(Gear^.Health, fuel);
+        Gear^.MsgParam := Gear^.MsgParam or gmUp;
+        end;
+
+    if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
+    if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+        begin
+        HHGear^.dX := HHGear^.dX + (move * _0_1);
+        dec(Gear^.Health, fuel div 5);
+        Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+        end;
+
+    if Gear^.Health < 0 then
+        Gear^.Health := 0;
+
+    if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
+        for i:= ((500-Gear^.Health) div 250) downto 0 do
+            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
+
+    if (HHGear^.Message and gmAttack <> 0) then
+        begin
+        HHGear^.Message := HHGear^.Message and (not gmAttack);
+        if Gear^.FlightTime > 0 then
+            begin
+            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
+            PlaySound(sndBirdyLay);
+            dec(Gear^.FlightTime)
+            end;
+        end;
+
+    if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
+        Gear^.State := Gear^.State and (not gsttmpFlag);
+
+    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+    HHGear^.State := HHGear^.State or gstMoving;
+
+    Gear^.X := HHGear^.X;
+    Gear^.Y := HHGear^.Y - int2hwFloat(32);
+    // For some reason I need to reapply followgear here, something else grabs it otherwise.
+    // this is probably not needed anymore
+    if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
+
+    if ((Gear^.State and gsttmpFlag) = 0)
+    or (HHGear^.dY < _0) then
+        doStepHedgehogMoving(HHGear);
+
+    if  (Gear^.Health = 0)
+        or (HHGear^.Damage <> 0)
+        or CheckGearDrowning(HHGear)
+        or (TurnTimeLeft = 0)
+        // allow brief ground touches - to be fair on this, might need another counter
+        or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+        or ((Gear^.Message and gmAttack) <> 0) then
+            begin
+            with HHGear^ do
+                begin
+                Message := 0;
+                Active := true;
+                State := State or gstMoving
+                end;
+            Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
+            if HHGear^.dY < _0 then
+                begin
+                Gear^.dX := HHGear^.dX;
+                Gear^.dY := HHGear^.dY;
+                end;
+            Gear^.Timer := 0;
+            Gear^.doStep := @doStepBirdyDisappear;
+            CurAmmoGear := nil;
+            isCursorVisible := false;
+            AfterAttack;
+            end
+end;
+
+procedure doStepBirdyDescend(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    if Gear^.Timer > 0 then
+        dec(Gear^.Timer, 1)
+    else if Gear^.Hedgehog^.Gear = nil then
+        begin
+        DeleteGear(Gear);
+        AfterAttack;
+        exit
+        end;
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+    if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
+        begin
+        if Gear^.Timer = 0 then
+            Gear^.Y := Gear^.Y + _0_1
+        end
+    else if Gear^.Timer = 0 then
+        begin
+        Gear^.doStep := @doStepBirdyFly;
+        HHGear^.dY := -_0_2
+        end
+end;
+
+procedure doStepBirdyAppear(Gear: PGear);
+begin
+    Gear^.Pos := 0;
+    if Gear^.Timer < 2000 then
+        inc(Gear^.Timer, 1)
+    else
+        begin
+        Gear^.Timer := 500;
+        Gear^.dX := _0;
+        Gear^.dY := _0;
+        Gear^.State :=  Gear^.State and (not gstAnimation);
+        Gear^.doStep := @doStepBirdyDescend;
+        end
+end;
+
+procedure doStepBirdy(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    gear^.State :=  gear^.State or gstAnimation and (not gstTmpFlag);
+    Gear^.doStep := @doStepBirdyAppear;
+
+    if CurrentHedgehog = nil then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    HHGear := CurrentHedgehog^.Gear;
+
+    if HHGear^.dX.isNegative then
+        Gear^.Tag := -1
+    else
+        Gear^.Tag := 1;
+    Gear^.Pos := 0;
+    AllInactive := false;
+    FollowGear := HHGear;
+    with HHGear^ do
+        begin
+        State := State and (not gstAttacking);
+        Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepEggWork(Gear: PGear);
+var
+    vg: PVisualGear;
+    i: LongInt;
+begin
+    AllInactive := false;
+    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)] <= lfAllObjMask)
+    or (Gear^.Timer < 1)
+    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
+    or (hwRound(Gear^.Y) > cWaterLine) then
+        begin
+        deleteGear(Gear);
+        EXIT;
+        end;
+
+    if (TurnTimeLeft < 1)
+    or (Gear^.Health < 1) then
+        dec(Gear^.Timer);
+
+    if Gear^.Timer < 10000 then
+        gear^.RenderTimer := true;
+
+    // abort if there is no other portal connected to this one
+    if (Gear^.LinkedGear = nil) then
+        exit;
+    if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
+        exit;
+
+    conPortal := Gear^.LinkedGear;
+
+    // check all gears for stuff to port through
+    iterator := nil;
+    while true do
+    begin
+
+        // iterate through GearsList
+        if iterator = nil then
+            iterator := GearsList
+        else
+            iterator := iterator^.NextGear;
+
+        // end of list?
+        if iterator = nil then
+            break;
+
+        // don't port portals or other gear that wouldn't make sense
+        if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
+        or (iterator^.PortalCounter > 32) then
+            continue;
+
+        // don't port hogs on rope
+        // TODO: this will also prevent hogs while falling after rope use from
+        //       falling through portals... fix that!
+
+        // check if gear fits through portal
+        if (iterator^.Radius > Gear^.Radius) then
+            continue;
+
+        // this is the max range we accept incoming gears in
+        r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
+
+        // too far away?
+        if (iterator^.X < Gear^.X - r)
+        or (iterator^.X > Gear^.X + r)
+        or (iterator^.Y < Gear^.Y - r)
+        or (iterator^.Y > Gear^.Y + r) then
+            continue;
+
+        hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
+
+        // in case the object is not moving, let's asume it's falling towards the portal
+        if not hasdxy then
+            begin
+            if Gear^.Y < iterator^.Y then
+                continue;
+            ox:= Gear^.X - iterator^.X;
+            oy:= Gear^.Y - iterator^.Y;
+            end
+        else
+            begin
+            ox:= iterator^.dX;
+            oy:= iterator^.dY;
+            end;
+
+        // cake will need extra treatment... it's so delicious and moist!
+        iscake:= (iterator^.Kind = gtCake);
+
+        // won't port stuff that does not move towards the front/portal entrance
+        if iscake then
+            begin
+            if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
+                continue;
+            end
+        else
+            if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
+                continue;
+
+        isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
+
+        r:= int2hwFloat(iterator^.Radius);
+
+        if not (isbullet or iscake) then
+            begin
+            // wow! good candidate there, let's see if the distance and direction is okay!
+            if hasdxy then
+                begin
+                s := Distance(iterator^.dX, iterator^.dY);
+                // if the resulting distance is 0 skip this gear
+                if s.QWordValue = 0 then
+                    continue;
+                s := r / s;
+                ox:= iterator^.X + s * iterator^.dX;
+                oy:= iterator^.Y + s * iterator^.dY;
+                end
+            else
+                begin
+                ox:= iterator^.X;
+                oy:= iterator^.Y + r;
+                end;
+
+            if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
+                continue;
+            end;
+
+        // draw bullet trail
+        if isbullet then
+            spawnBulletTrail(iterator);
+
+        // calc gear offset in portal vector direction
+        ox := (iterator^.X - Gear^.X);
+        oy := (iterator^.Y - Gear^.Y);
+        poffs:= (Gear^.dX * ox + Gear^.dY * oy);
+
+        if not isBullet and poffs.isNegative then
+            continue;
+
+        // only port bullets close to the portal
+        if isBullet and (not (hwAbs(poffs) < _3)) then
+            continue;
+
+        //
+        // gears that make it till here will definately be ported
+        //
+        // (but old position/movement vector might be restored in case there's
+        // not enough space on the other side)
+        //
+
+        resetr  := iterator^.Radius;
+        resetx  := iterator^.X;
+        resety  := iterator^.Y;
+        resetdx := iterator^.dX;
+        resetdy := iterator^.dY;
+
+        // create a normal of the portal vector, but ...
+        nx := Gear^.dY;
+        ny := Gear^.dX;
+        // ... decide where the top is based on the hog's direction when firing the portal
+        if Gear^.Elasticity.isNegative then
+            nx.isNegative := (not nx.isNegative)
+        else
+            ny.isNegative := not ny.isNegative;
+
+        // calc gear offset in portal normal vector direction
+        noffs:= (nx * ox + ny * oy);
+
+        if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
+            continue;
+
+        // avoid gravity related loops of not really moving gear
+        if not (iscake or isbullet)
+        and (Gear^.dY.isNegative)
+        and (conPortal^.dY.isNegative)
+        and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
+        and (iterator^.PortalCounter > 0) then
+            continue;
+
+        // calc gear speed along to the vector and the normal vector of the portal
+        if hasdxy then
+            begin
+            pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
+            nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
+            end
+        else
+            begin
+            pspeed:= hwAbs(cGravity * oy);
+            nspeed:= _0;
+            end;
+
+        // creating normal vector of connected (exit) portal
+        nx := conPortal^.dY;
+        ny := conPortal^.dX;
+        if conPortal^.Elasticity.isNegative then
+            nx.isNegative := (not nx.isNegative)
+        else
+            ny.isNegative := not ny.isNegative;
+
+        // inverse cake's normal movement direction,
+        // as if it just walked through a hole
+        //if iscake then nspeed.isNegative:= not nspeed.isNegative;
+
+//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
+        iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
+        iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
+
+        // make the gear's exit position close to the portal while
+        // still respecting the movement direction
+
+        // determine the distance (in exit vector direction)
+        // that we want the gear at
+        if iscake then
+            ox:= (r - _0_7)
+        else
+            ox:= (r * _1_5);
+        s:= ox / poffs;
+        poffs:= ox;
+        if (nspeed.QWordValue <> 0)
+        and (pspeed > _0) then
+            noffs:= noffs * s * (nspeed / pspeed);
+
+        // move stuff with high normal offset closer to the portal's center
+        if not isbullet then
+            begin
+            s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
+            if s > _0 then
+                noffs:= noffs - SignAs(s,noffs)
+            end;
+
+        iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
+        iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
+
+        if not hasdxy and (not (conPortal^.dY.isNegative)) then
+            begin
+            iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
+            end;
+
+        // see if the space on the exit side actually is enough
+
+        if not (isBullet or isCake) then
+            begin
+            // TestCollisionXwithXYShift requires a hwFloat for xShift
+            ox.QWordValue := _1.QWordValue;
+            ox.isNegative := not iterator^.dX.isNegative;
+
+            sx := hwSign(iterator^.dX);
+            sy := hwSign(iterator^.dY);
+
+            if iterator^.Radius > 1 then
+                iterator^.Radius := iterator^.Radius - 1;
+
+            // check front
+            isCollision := TestCollisionY(iterator, sy)
+                        or TestCollisionX(iterator, sx);
+
+            if not isCollision then
+                begin
+                // check center area (with half the radius so that the
+                // the square check won't check more pixels than we want to)
+                iterator^.Radius := 1 + resetr div 2;
+                rh := resetr div 4;
+                isCollision := TestCollisionYwithXYShift(iterator,       0, -sy * rh, sy, false)
+                            or TestCollisionXwithXYShift(iterator, ox * rh,        0, sx, false);
+                end;
+
+            iterator^.Radius := resetr;
+
+            if isCollision then
+                begin
+                // collision! oh crap! go back!
+                iterator^.X  := resetx;
+                iterator^.Y  := resety;
+                iterator^.dX := resetdx;
+                iterator^.dY := resetdy;
+                continue;
+                end;
+            end;
+
+        //
+        // You're now officially portaled!
+        //
+
+        // Until loops are reliably broken
+        if iscake then
+            iterator^.PortalCounter:= 33
+        else
+            begin
+            inc(iterator^.PortalCounter);
+            iterator^.Active:= true;
+            iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
+            end;
+
+        // is it worth adding an arcsin table?  Just how often would we end up doing something like this?
+        // SYNCED ANGLE UPDATE
+        if iterator^.Kind = gtRCPlane then
+            begin
+            // recycling as temp vars
+            resety.isNegative:= false;
+            resety.QWordValue:= 4294967296 * 112;
+            resetx.isNegative:= false;
+            resetx.QWordValue:= 4294967296 * 35;
+            resetdx.isNegative:= false;
+            resetdx.QWordValue:= 4294967296 * 1152;
+
+            resetdy:=hwAbs(iterator^.dX*4);
+            resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
+            iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
+            if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
+            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+            end
+        // VISUAL USE OF ANGLE ONLY
+        else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
+            begin
+            iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
+            iterator^.Angle:= 2048-iterator^.Angle;
+            if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+            end;
+
+        if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
+        and (iterator = CurrentHedgehog^.Gear)
+        and (CurAmmoGear <> nil)
+        and (CurAmmoGear^.Kind =gtRope) then
+               CurAmmoGear^.PortalCounter:= 1;
+
+        if not isbullet and (iterator^.State and gstInvisible = 0)
+        and (iterator^.Kind <> gtFlake) then
+            FollowGear := iterator;
+
+        // store X/Y values of exit for net bullet trail
+        if isbullet then
+            begin
+            iterator^.Elasticity:= iterator^.X;
+            iterator^.Friction  := iterator^.Y;
+            end;
+
+        if Gear^.Health > 1 then
+            dec(Gear^.Health);
+    end;
+end;
+
+
+
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+var
+    CurWeapon: PAmmo;
+begin
+    if CurrentHedgehog <> nil then
+        with CurrentHedgehog^ do
+            begin
+            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+            if (CurAmmoType = amPortalGun) then
+                begin
+                if not destroyGear then
+                    begin
+                    // switch color of ball to opposite of oldPortal
+                    if (oldPortal^.Tag and 2) = 0 then
+                        CurWeapon^.Pos:= 1
+                    else
+                        CurWeapon^.Pos:= 0;
+                    end;
+
+                // make the ball visible
+                CurWeapon^.Timer := 0;
+                end
+            end;
+    if destroyGear then
+        oldPortal^.Timer:= 0;
+end;
+
+procedure doStepMovingPortal_real(Gear: PGear);
+var
+    x, y, tx, ty: LongInt;
+    s: hwFloat;
+begin
+    x := hwRound(Gear^.X);
+    y := hwRound(Gear^.Y);
+    tx := 0;
+    ty := 0;
+    // avoid compiler hints
+
+    if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
+        begin
+        Gear^.State := Gear^.State or gstCollision;
+        Gear^.State := Gear^.State and (not gstMoving);
+
+        if (Land[y, x] and lfBouncy <> 0)
+        or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
+        or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
+            begin
+            loadNewPortalBall(Gear, true);
+            EXIT;
+            end;
+
+        // making a normalized normal vector
+        s := _1/DistanceI(tx,ty);
+        Gear^.dX :=  s * ty;
+        Gear^.dY := -s * tx;
+
+        Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
+        if not Gear^.dX.isNegative then
+            Gear^.DirAngle := 180-Gear^.DirAngle;
+
+        if ((Gear^.LinkedGear = nil)
+        or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
+            begin
+            loadNewPortalBall(Gear, false);
+            inc(Gear^.Tag);
+            Gear^.doStep := @doStepPortal;
+        end
+        else
+            loadNewPortalBall(Gear, true);
+    end
+
+    else if (y > cWaterLine)
+    or (y < -max(LAND_WIDTH,4096))
+    or (x > 2*max(LAND_WIDTH,4096))
+    or (x < -max(LAND_WIDTH,4096)) then
+        loadNewPortalBall(Gear, true);
+end;
+
+procedure doStepMovingPortal(Gear: PGear);
+begin
+    doPortalColorSwitch();
+    doStepPerPixel(Gear, @doStepMovingPortal_real, true);
+    if (Gear^.Timer < 1)
+    or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
+        deleteGear(Gear);
+end;
+
+procedure doStepPortalShot(newPortal: PGear);
+var
+    iterator: PGear;
+    s: hwFloat;
+    CurWeapon: PAmmo;
+begin
+    s:= Distance (newPortal^.dX, newPortal^.dY);
+
+    // Adds the hog speed (only that part in/directly against shot direction)
+    // to the shot speed (which we triple previously btw)
+    // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
+    // to the scaler)
+    s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
+    newPortal^.dX := newPortal^.dX * s;
+    newPortal^.dY := newPortal^.dY * s;
+
+    newPortal^.LinkedGear := nil;
+
+    if CurrentHedgehog <> nil then
+        with CurrentHedgehog^ do
+            begin
+            CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+            // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
+            newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
+            // when doing a backjump the dx is the opposite of the facing direction
+            if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
+                newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
+
+            // make portal gun look unloaded
+            if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
+                CurWeapon^.Timer := CurWeapon^.Timer or 2;
+
+            iterator := GearsList;
+            while iterator <> nil do
+                begin
+                if (iterator^.Kind = gtPortal) then
+                    if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
+                        begin
+                        if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
+                            begin
+                            iterator^.Timer:= 0;
+                            end
+                        else
+                            begin
+                            // link portals with each other
+                            newPortal^.LinkedGear := iterator;
+                            iterator^.LinkedGear := newPortal;
+                            iterator^.Health := newPortal^.Health;
+                            end;
+                        end;
+                iterator^.PortalCounter:= 0;
+                iterator := iterator^.NextGear
+                end;
+
+            if newPortal^.LinkedGear <> nil then
+                begin
+                // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
+                iterator:= GearsList;
+                while iterator <> nil do
+                    begin
+                    if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
+                    or ((iterator^.Message and gmAllStoppable) = 0)) then
+                            begin
+                            iterator^.Active:= true;
+                            if iterator^.dY.QWordValue = 0 then
+                                iterator^.dY.isNegative:= false;
+                            iterator^.State:= iterator^.State or gstMoving;
+                            DeleteCI(iterator);
+                        //inc(iterator^.dY.QWordValue,10);
+                            end;
+                    iterator:= iterator^.NextGear
+                    end
+                end
+            end;
+    newPortal^.State := newPortal^.State and (not gstCollision);
+    newPortal^.State := newPortal^.State or gstMoving;
+    newPortal^.doStep := @doStepMovingPortal;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPiano(Gear: PGear);
+var
+    r0, r1: LongInt;
+    odY: hwFloat;
+begin
+    AllInactive := false;
+    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
+        ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
+            begin
+                case CurrentHedgehog^.Gear^.MsgParam of
+                0: PlaySound(sndPiano0);
+                1: PlaySound(sndPiano1);
+                2: PlaySound(sndPiano2);
+                3: PlaySound(sndPiano3);
+                4: PlaySound(sndPiano4);
+                5: PlaySound(sndPiano5);
+                6: PlaySound(sndPiano6);
+                7: PlaySound(sndPiano7);
+                else PlaySound(sndPiano8);
+            end;
+        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+        CurrentHedgehog^.Gear^.MsgParam := 0;
+        CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
+        end;
+
+    if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
+        begin
+        Gear^.dY := Gear^.dY + cGravity * 2;
+        Gear^.Y := Gear^.Y + Gear^.dY;
+        if CheckGearDrowning(Gear) then
+            begin
+            Gear^.Y:= Gear^.Y + _50;
+            OnUsedAmmo(CurrentHedgehog^);
+            if CurrentHedgehog^.Gear <> nil then
+                begin
+                // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
+                CurrentHedgehog^.Gear^.Active := true;
+                CurrentHedgehog^.Gear^.X := Gear^.X;
+                CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+                CurrentHedgehog^.Unplaced := false;
+                if TagTurnTimeLeft = 0 then
+                    TagTurnTimeLeft:= TurnTimeLeft;
+                TurnTimeLeft:= 0
+                end;
+            ResumeMusic
+            end;
+        exit
+        end;
+
+    odY:= Gear^.dY;
+    doStepFallingGear(Gear);
+
+    if (Gear^.State and gstDrowning) <> 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _50;
+        OnUsedAmmo(CurrentHedgehog^);
+        if CurrentHedgehog^.Gear <> nil then
+            begin
+            // Drown the hedgehog.  Could also just delete it, but hey, this gets a caption
+            CurrentHedgehog^.Gear^.Active := true;
+            CurrentHedgehog^.Gear^.X := Gear^.X;
+            CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+            CurrentHedgehog^.Unplaced := false;
+            if TagTurnTimeLeft = 0 then
+                TagTurnTimeLeft:= TurnTimeLeft;
+            TurnTimeLeft:= 0
+            end;
+        ResumeMusic
+        end
+    else if (Gear^.State and gstCollision) <> 0 then
+        begin
+        r0 := GetRandom(21);
+        r1 := GetRandom(21);
+        doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
+        doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
+        for r0:= 0 to 4 do
+            AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+        Gear^.dY := cGravity * 2 - odY;
+        Gear^.Pos := Gear^.Pos + 1;
+        end
+    else
+        Gear^.dY := Gear^.dY + cGravity * 2;
+    // let it fall faster so itdoesn't take too long for the whole attack
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSineGunShotWork(Gear: PGear);
+var
+    x, y, rX, rY, t, tmp, initHealth: LongInt;
+    oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
+    justCollided: boolean;
+begin
+    AllInactive := false;
+    initHealth := Gear^.Health;
+    lX := Gear^.X;
+    lY := Gear^.Y;
+    ldX := Gear^.dX;
+    ldY := Gear^.dY;
+    sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
+    ldX := ldX * sdy;
+    ldY := ldY * sdy;
+    sdY := hwAbs(ldX) + hwAbs(ldY);
+    sdX := _1 - hwAbs(ldX/sdY);
+    sdY := _1 - hwAbs(ldY/sdY);
+    if (ldX.isNegative = ldY.isNegative) then
+        sdY := -sdY;
+
+    // initial angle depends on current GameTicks
+    t := getRandom(4096);
+
+
+    // used for a work-around detection of area that is within land array, but outside borders
+    justCollided := false;
+
+    repeat
+        lX := lX + ldX;
+        lY := lY + ldY;
+        oX := Gear^.X;
+        oY := Gear^.Y;
+        rX := hwRound(oX);
+        rY := hwRound(oY);
+        tmp := t mod 4096;
+        amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
+        sine := amp * AngleSin(tmp mod 2048);
+        sine.isNegative := (tmp < 2048);
+        inc(t,Gear^.Health div 313);
+        Gear^.X := lX + (sine * sdX);
+        Gear^.Y := ly + (sine * sdY);
+        Gear^.dX := Gear^.X - oX;
+        Gear^.dY := Gear^.Y - oY;
+
+        x := hwRound(Gear^.X);
+        y := hwRound(Gear^.Y);
+
+        // if borders are on, stop outside land array
+        if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
+            begin
+            Gear^.Damage := 0;
+            Gear^.Health := 0;
+            end
+        else
+            begin
+            if (rY <= cWaterLine) or (y <= cWaterLine) then
+                begin
+                if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
+                    and (Land[y, x] <> 0) then
+                        begin
+                            if justCollided then
+                                begin
+                                Gear^.Damage := 0;
+                                Gear^.Health := 0;
+                                end
+                            else
+                                begin
+                                inc(Gear^.Damage,3);
+                                justCollided := true;
+                                end;
+                        end
+                else
+                    justCollided := false;
+
+                // kick nearby hogs, dig tunnel and add some fire
+                // if at least 5 collisions occured
+                if Gear^.Damage > 0 then
+                    begin
+                    DrawExplosion(rX,rY,Gear^.Radius);
+
+                    // kick nearby hogs
+                    AmmoShove(Gear, 35, 50);
+
+                    dec(Gear^.Health, Gear^.Damage);
+                    Gear^.Damage := 0;
+
+                    // add some fire to the tunnel
+                    if getRandom(6) = 0 then
+                        begin
+                        tmp:= GetRandom(2 * Gear^.Radius);
+                        AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
+                        end
+                    end;
+
+                if random(100) = 0 then
+                    AddVisualGear(x, y, vgtSmokeTrace);
+                end
+                else dec(Gear^.Health, 5); // if underwater get additional damage
+            end;
+
+        dec(Gear^.Health);
+
+        // decrease bullet size towards the end
+        if (Gear^.Radius > 4) then
+            begin
+            if (Gear^.Health <= (initHealth div 3)) then
+                dec(Gear^.Radius)
+            end
+        else if (Gear^.Radius > 3) then
+            begin
+            if (Gear^.Health <= (initHealth div 4)) then
+                dec(Gear^.Radius)
+            end
+        else if (Gear^.Radius > 2) then begin
+            if (Gear^.Health <= (initHealth div 5)) then
+                dec(Gear^.Radius)
+            end
+        else if (Gear^.Radius > 1) then
+            begin
+            if (Gear^.Health <= (initHealth div 6)) then
+                dec(Gear^.Radius)
+            end;
+
+    until (Gear^.Health <= 0);
+
+    DeleteGear(Gear);
+    AfterAttack;
+end;
+
+procedure doStepSineGunShot(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    PlaySound(sndSineGun);
+
+    // push the shooting Hedgehog back
+    HHGear := CurrentHedgehog^.Gear;
+    Gear^.dX.isNegative := not Gear^.dX.isNegative;
+    Gear^.dY.isNegative := not Gear^.dY.isNegative;
+    HHGear^.dX := Gear^.dX;
+    HHGear^.dY := Gear^.dY;
+    AmmoShove(Gear, 0, 80);
+    Gear^.dX.isNegative := not Gear^.dX.isNegative;
+    Gear^.dY.isNegative := not Gear^.dY.isNegative;
+
+    Gear^.doStep := @doStepSineGunShotWork;
+    with mobileRecord do
+        if (performRumble <> nil) and (not fastUntilLag) then
+            performRumble(kSystemSoundID_Vibrate);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFlamethrowerWork(Gear: PGear);
+var
+    HHGear, flame: PGear;
+    rx, ry, speed: hwFloat;
+    i, gX, gY: LongInt;
+begin
+    AllInactive := false;
+    HHGear := Gear^.Hedgehog^.Gear;
+    HedgehogChAngle(HHGear);
+    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+    if (GameTicks and $FF) = 0 then
+        begin
+        if (HHGear^.Message and gmRight) <> 0 then
+            begin
+            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+                inc(Gear^.Tag)
+            else if Gear^.Tag > 5 then
+                dec(Gear^.Tag);
+            end
+        else if (HHGear^.Message and gmLeft) <> 0 then
+            begin
+            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+                dec(Gear^.Tag)
+            else if Gear^.Tag < 20 then
+                inc(Gear^.Tag);
+            end
+        end;
+
+    dec(Gear^.Timer);
+    if Gear^.Timer = 0 then
+        begin
+        dec(Gear^.Health);
+        if (Gear^.Health mod 5) = 0 then
+            begin
+            rx := rndSign(getRandomf * _0_1);
+            ry := rndSign(getRandomf * _0_1);
+            speed := _0_5 * (_10 / Gear^.Tag);
+
+            flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
+                    SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+                    AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+            flame^.CollisionMask:= lfNotCurrentMask;
+
+            if (Gear^.Health mod 30) = 0 then
+                begin
+                flame:= AddGear(gx, gy, gtFlame, 0,
+                        SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+                        AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+                flame^.CollisionMask:= lfNotCurrentMask;
+                end
+            end;
+        Gear^.Timer:= Gear^.Tag
+        end;
+
+    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+        begin
+        DeleteGear(Gear);
+        AfterAttack
+        end
+    else
+        begin
+        i:= Gear^.Health div 5;
+        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+            begin
+            Gear^.Damage:= i;
+            FreeTexture(Gear^.Tex);
+            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+                         '%', cWhiteColor, fntSmall)
+            end
+        end
+end;
+
+procedure doStepFlamethrower(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
+    HHGear^.State := HHGear^.State or gstNotKickable;
+    Gear^.doStep := @doStepFlamethrowerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepLandGunWork(Gear: PGear);
+var
+    HHGear, land: PGear;
+    rx, ry, speed: hwFloat;
+    i, gX, gY: LongInt;
+begin
+    AllInactive := false;
+    HHGear := Gear^.Hedgehog^.Gear;
+    HedgehogChAngle(HHGear);
+    gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+    gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+    if (GameTicks and $FF) = 0 then
+        begin
+        if (HHGear^.Message and gmRight) <> 0 then
+            begin
+            if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+                inc(Gear^.Tag)
+            else if Gear^.Tag > 5 then
+                dec(Gear^.Tag);
+            end
+        else if (HHGear^.Message and gmLeft) <> 0 then
+            begin
+            if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+                dec(Gear^.Tag)
+            else if Gear^.Tag < 20 then
+                inc(Gear^.Tag);
+            end
+        end;
+
+    dec(Gear^.Timer);
+    if Gear^.Timer = 0 then
+        begin
+        dec(Gear^.Health);
+
+        rx := rndSign(getRandomf * _0_1);
+        ry := rndSign(getRandomf * _0_1);
+        speed := (_3 / Gear^.Tag);
+
+        land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
+                SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+                AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+        land^.CollisionMask:= lfNotCurrentMask;
+
+        Gear^.Timer:= Gear^.Tag
+        end;
+
+    if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
+        begin
+        HHGear^.Message:= HHGear^.Message and (not gmAttack);
+        DeleteGear(Gear);
+        AfterAttack
+        end
+    else
+        begin
+        i:= Gear^.Health div 10;
+        if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+            begin
+            Gear^.Damage:= i;
+            FreeTexture(Gear^.Tex);
+            Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+                         '%', cWhiteColor, fntSmall)
+            end
+        end
+end;
+
+procedure doStepLandGun(Gear: PGear);
+var
+    HHGear: PGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+    HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
+    HHGear^.State := HHGear^.State or gstNotKickable;
+    Gear^.doStep := @doStepLandGunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPoisonCloud(Gear: PGear);
+begin
+    if Gear^.Timer = 0 then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+    dec(Gear^.Timer);
+    Gear^.X:= Gear^.X + Gear^.dX;
+    Gear^.Y:= Gear^.Y + Gear^.dY;
+    Gear^.dX := Gear^.dX + cWindSpeed / 4;
+    Gear^.dY := Gear^.dY + cGravity / 100;
+    if (GameTicks and $FF) = 0 then
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
+    AllInactive:= false;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHammer(Gear: PGear);
+var HHGear, tmp, tmp2: PGear;
+         t: PGearArray;
+         i: LongInt;
+begin
+HHGear:= Gear^.Hedgehog^.Gear;
+HHGear^.State:= HHGear^.State or gstNoDamage;
+DeleteCI(HHGear);
+
+t:= CheckGearsCollision(Gear);
+
+for i:= 5 downto 0 do
+    AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+i:= t^.Count;
+while i > 0 do
+    begin
+    dec(i);
+    tmp:= t^.ar[i];
+    if (tmp^.State and gstNoDamage) = 0 then
+        if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
+            begin
+            //tmp^.State:= tmp^.State or gstFlatened;
+            if not tmp^.Invulnerable then
+                ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
+            //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
+            tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
+            tmp2^.LinkedGear:= tmp;
+            SetAllToActive
+            end
+        else
+            begin
+            end
+    end;
+
+HHGear^.State:= HHGear^.State and (not gstNoDamage);
+Gear^.Timer:= 250;
+Gear^.doStep:= @doStepIdle
+end;
+
+procedure doStepHammerHitWork(Gear: PGear);
+var
+    i, j, ei: LongInt;
+    HitGear: PGear;
+begin
+    AllInactive := false;
+    HitGear := Gear^.LinkedGear;
+    dec(Gear^.Timer);
+    if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+
+    if (Gear^.Timer mod 5) = 0 then
+        begin
+        AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+        i := hwRound(Gear^.X) - HitGear^.Radius + 2;
+        ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
+        for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
+        for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
+        while i <= ei do
+            begin
+            for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
+            inc(i, 1)
+            end;
+
+        if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
+           , lfIndestructible) then
+            begin
+            //Gear^.X := Gear^.X + Gear^.dX;
+            Gear^.Y := Gear^.Y + _1_9
+            end;
+        end;
+    if TestCollisionYwithGear(Gear, 1) <> 0 then
+        begin
+        Gear^.dY := _0;
+        SetLittle(HitGear^.dX);
+        HitGear^.dY := _0;
+        end
+    else
+        begin
+        //Gear^.dY := Gear^.dY + cGravity;
+        //Gear^.Y := Gear^.Y + Gear^.dY;
+        if hwRound(Gear^.Y) > cWaterLine then
+            Gear^.Timer := 1
+        end;
+
+    //Gear^.X := Gear^.X + HitGear^.dX;
+    HitGear^.X := Gear^.X;
+    HitGear^.Y := Gear^.Y;
+    SetLittle(HitGear^.dY);
+    HitGear^.Active:= true;
+end;
+
+procedure doStepHammerHit(Gear: PGear);
+var
+    i, y: LongInt;
+    ar: TRangeArray;
+    HHGear: PGear;
+begin
+    i := 0;
+    HHGear := Gear^.Hedgehog^.Gear;
+
+    y := hwRound(Gear^.Y) - cHHRadius * 2;
+    while y < hwRound(Gear^.Y) do
+        begin
+        ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+        ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+        inc(y, 2);
+        inc(i)
+        end;
+
+    DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
+    Gear^.dY := HHGear^.dY;
+    DeleteCI(HHGear);
+
+    doStepHammerHitWork(Gear);
+    Gear^.doStep := @doStepHammerHitWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepResurrectorWork(Gear: PGear);
+var
+    graves: PGearArrayS;
+    resgear: PGear;
+    hh: PHedgehog;
+    i: LongInt;
+begin
+    if (TurnTimeLeft > 0) then
+        dec(TurnTimeLeft);
+
+    AllInactive := false;
+    hh := Gear^.Hedgehog;
+
+    // no, you can't do that here
+    {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
+            cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
+    }
+    (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
+            $FF);*)
+
+    if ((Gear^.Message and gmUp) <> 0) then
+        begin
+        if (GameTicks and $F) <> 0 then
+        exit;
+        end
+    else if (GameTicks and $1FF) <> 0 then
+        exit;
+
+    if Gear^.Power < 45 then
+        begin
+        inc(Gear^.Power);
+        if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
+            hh^.Gear^.Y := hh^.Gear^.Y - _1;
+        end;
+
+    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+    if graves.size = 0 then
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        Gear^.Timer := 250;
+        Gear^.doStep := @doStepIdle;
+        exit;
+        end;
+
+    if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+        begin
+        if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+        dec(hh^.Gear^.Health);
+        if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+            hh^.Gear^.Damage:= 1;
+        RenderHealth(hh^);
+        RecountTeamHealth(hh^.Team);
+        inc(graves.ar^[Gear^.Tag]^.Health);
+        inc(Gear^.Tag)
+{-for i:= 0 to High(graves) do begin
+            if hh^.Gear^.Health > 0 then begin
+                dec(hh^.Gear^.Health);
+                inc(graves[i]^.Health);
+            end;
+        end; -}
+        end
+    else
+        begin
+        // now really resurrect the hogs with the hp saved in the graves
+        for i:= 0 to graves.size - 1 do
+            if graves.ar^[i]^.Health > 0 then
+                begin
+                resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
+                resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
+                resgear^.Health := graves.ar^[i]^.Health;
+                PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
+                graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
+                graves.ar^[i]^.Active:= true;
+                RenderHealth(resgear^.Hedgehog^);
+                RecountTeamHealth(resgear^.Hedgehog^.Team);
+                resgear^.Hedgehog^.Effects[heResurrected]:= 1;
+                // only make hat-less hedgehogs look like zombies, preserve existing hats
+
+                if resgear^.Hedgehog^.Hat = 'NoHat' then
+                    LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
+                end;
+
+        hh^.Gear^.dY := _0;
+        hh^.Gear^.dX := _0;
+        doStepHedgehogMoving(hh^.Gear);
+        StopSoundChan(Gear^.SoundChannel);
+        Gear^.Timer := 250;
+        Gear^.doStep := @doStepIdle;
+        end
+    //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
+end;
+
+procedure doStepResurrector(Gear: PGear);
+var
+    graves: PGearArrayS;
+    hh: PHedgehog;
+    i: LongInt;
+begin
+    AllInactive := false;
+    graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+    if graves.size > 0 then
+        begin
+        hh := Gear^.Hedgehog;
+        for i:= 0 to graves.size - 1 do
+            begin
+            PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
+            graves.ar^[i]^.Health := 0;
+            end;
+        Gear^.doStep := @doStepResurrectorWork;
+        if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+            begin
+            if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+            dec(hh^.Gear^.Health);
+            if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+                hh^.Gear^.Damage:= 1;
+            RenderHealth(hh^);
+            RecountTeamHealth(hh^.Team);
+            inc(graves.ar^[Gear^.Tag]^.Health);
+            inc(Gear^.Tag)
+            end
+        end
+    else
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        Gear^.Timer := 250;
+        Gear^.doStep := @doStepIdle;
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepNapalmBomb(Gear: PGear);
+var
+    i, gX, gY: LongInt;
+    dX, dY: hwFloat;
+begin
+    AllInactive := false;
+    doStepFallingGear(Gear);
+    if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
+    begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+        gX := hwRound(Gear^.X);
+        gY := hwRound(Gear^.Y);
+        for i:= 0 to 10 do
+        begin
+            dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
+            dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+            AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
+            AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
+            AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
+            AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
+        end;
+        DeleteGear(Gear);
+        exit
+    end;
+    if (Gear^.Timer = 0) then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+        for i:= -19 to 19 do
+           FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
+        DeleteGear(Gear);
+        exit
+        end;
+    if (GameTicks and $3F) = 0 then
+        AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+    dec(Gear^.Timer)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepStructure(Gear: PGear);
+var
+    x, y: LongInt;
+    HH: PHedgehog;
+    t: PGear;
+begin
+    HH:= Gear^.Hedgehog;
+
+    if (Gear^.State and gstMoving) <> 0 then
+        begin
+        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 if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
+    end;
+
+end;
+
+procedure doStepTardis(Gear: PGear);
+var i,j,cnt: LongWord;
+    HH: PHedgehog;
+begin
+(*
+    Conditions for not activating.
+    1. Hog is last of his clan
+    2. Sudden Death is in play
+    3. Hog is a king
+*)
+    HH:= Gear^.Hedgehog;
+    if HH^.Gear <> nil then
+    if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
+        begin
+        if HH^.Gear <> nil then
+            begin
+            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+            end;
+        PlaySound(sndDenied);
+        DeleteGear(gear);
+        exit
+        end;
+    cnt:= 0;
+    for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
+        for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
+            if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
+            and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+            and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
+                inc(cnt);
+    if cnt < 2 then
+        begin
+        if HH^.Gear <> nil then
+            begin
+            HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+            HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+            end;
+            PlaySound(sndDenied);
+            DeleteGear(gear);
+            exit
+        end;
+    Gear^.SoundChannel := LoopSound(sndTardis);
+    Gear^.doStep:= @doStepTardisWarp
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+(*
+WIP. The ice gun will have the following effects.  It has been proposed by sheepluva that it take the appearance of a large freezer
+spewing ice cubes.  The cubes will be visual gears only.  The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
+For now we assume a "ray" like a deagle projected out from the gun.
+All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks.  This is a simplifying assumption for "gun was applying freezing effect to the same target".
+  * When fired at water a layer of ice textured land is added above the water.
+  * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
+  * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.  As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.  If the effect is interrupted before reaching the top, the freezing state is cleared.
+A frozen hog will animate differently.  To be decided, but possibly in a similar fashion to a grave when it comes to explosions.  The hog might (possibly) not be damaged by explosions.  This might make freezing potentially useful for friendlies in a bad position.  It might be better to allow damage though.
+A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
+*)
+
+
+procedure updateFuel(Gear: PGear);
+var
+  t:LongInt;
+begin
+    t:= Gear^.Health div 10;
+    if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+    begin
+    Gear^.Damage:= t;
+    FreeTexture(Gear^.Tex);
+    Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
+              '%', cWhiteColor, fntSmall)
+    end;
+    if Gear^.Message and (gmUp or gmDown) <> 0 then
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        Gear^.SoundChannel:= -1;
+        if GameTicks mod 40 = 0 then dec(Gear^.Health)
+        end
+    else 
+        begin
+        if Gear^.SoundChannel = -1 then
+            Gear^.SoundChannel := LoopSound(sndIceBeam);
+        if GameTicks mod 10 = 0 then dec(Gear^.Health)
+        end
+end;
+
+
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+//    var
+//    iter:PGear;
+begin
+  with Gear^ do
+  begin
+    dX:= newX;
+    dY:= newY;
+    Pos:= 0;
+    Target.X:= NoPointX;
+    LastDamage:= nil;
+    X:= Hedgehog^.Gear^.X;
+    Y:= Hedgehog^.Gear^.Y;
+  end;
+end;
+
+procedure doStepIceGun(Gear: PGear);
+const iceWaitCollision = 0;
+const iceCollideWithGround = 1;
+//const iceWaitNextTarget:Longint = 2;
+//const iceCollideWithHog:Longint = 4;
+const iceCollideWithWater = 5;
+//const waterFreezingTime:Longint = 500;
+const groundFreezingTime = 1000;
+const iceRadius = 32;
+const iceHeight = 40;
+var
+    HHGear, iter: PGear;
+    landRect: TSDL_Rect;
+    ndX, ndY: hwFloat;
+    i, t, gX, gY: LongInt;
+    hogs: PGearArrayS;
+    vg: PVisualGear;
+begin
+    HHGear := Gear^.Hedgehog^.Gear;
+    if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967)  then
+        begin
+        StopSoundChan(Gear^.SoundChannel);
+        DeleteGear(Gear);
+        AfterAttack;
+        exit
+        end;
+    updateFuel(Gear);
+
+    with Gear^ do
+        begin
+        HedgehogChAngle(HHGear);
+        ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
+        ndY:= -AngleCos(HHGear^.Angle) * _4;
+        if (ndX <> dX) or (ndY <> dY) or
+           ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
+             (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
+            begin
+            updateTarget(Gear, ndX, ndY);
+            Timer := iceWaitCollision;
+            end
+        else
+            begin
+            X:= X + dX;
+            Y:= Y + dY;
+            gX:= hwRound(X);
+            gY:= hwRound(Y);
+            if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
+
+            if Target.X <> NoPointX then
+                begin
+                CheckCollision(Gear);
+                if (State and gstCollision) <> 0 then
+                    begin
+                    if Timer = iceWaitCollision then
+                        begin
+                        Timer := iceCollideWithGround;
+                        Power := GameTicks;
+                        end
+                    end
+                else if (target.y >= cWaterLine) then
+                    begin
+                    if Timer = iceWaitCollision then
+                        begin
+                        Timer := iceCollideWithWater;
+                        Power := GameTicks;
+                        end;
+                    end;
+
+                if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
+                    begin
+                    X:= HHGear^.X;
+                    Y:= HHGear^.Y
+                    end;
+
+                if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
+                    begin
+                    FillRoundInLand(target.x, target.y, iceRadius, icePixel);
+                    landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
+                    landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
+                    landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
+                    landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
+                    UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+                    
+                    // Freeze nearby mines/explosives/cases too
+                    iter := GearsList;
+                    while iter <> nil do
+                        begin
+                        if (iter^.State and gstFrozen = 0) and
+                           ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and 
+                           (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
+                            begin
+                            for t:= 0 to 5 do
+                                begin
+                                vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
+                                if vg <> nil then
+                                    begin
+                                    i:= random(100) + 155;
+                                    vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
+                                    vg^.Angle:= random(360);
+                                    vg^.dx:= 0.001 * random(80);
+                                    vg^.dy:= 0.001 * random(80)
+                                    end
+                                end;
+                            PlaySound(sndHogFreeze);
+                            if iter^.Kind = gtMine then // dud mine block
+                                begin
+                                iter^.State:= iter^.State or gstFrozen;
+                                vg:= AddVisualGear(hwRound(iter^.X) - 4  + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
+                                if vg <> nil then
+                                    vg^.Scale:= 0.5;
+                                PlaySound(sndVaporize);
+                                iter^.Health := 0;
+                                iter^.Damage := 0;
+                                iter^.State := iter^.State and (not gstAttacking)
+                                end
+                            else if iter^.Kind = gtCase then
+                                begin
+                                DeleteCI(iter);
+                                iter^.State:= iter^.State or gstFrozen;
+                                AddGearCI(iter)
+                                end
+                            else // gtExplosives
+                                begin
+                                iter^.State:= iter^.State or gstFrozen;
+                                iter^.Health:= iter^.Health + cBarrelHealth
+                                end
+                            end;
+                        iter:= iter^.NextGear
+                        end;
+
+                    // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
+                    SetAllHHToActive;
+                    Timer := iceWaitCollision;
+                    end;
+
+                if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
+                    begin
+                    PlaySound(sndHogFreeze);
+                    DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
+                    SetAllHHToActive;
+                    Timer := iceWaitCollision;
+                    end;
+(*
+ Any ideas for something that would look good here?
+                if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
+                    begin
+                        vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
+                        if vg <> nil then
+                            begin
+                            i:= random(100) + 155;
+                            vg^.Tint:= IceColor or $FF;
+                            vg^.Angle:= random(360);
+                            vg^.dx:= 0.001 * random(80);
+                            vg^.dy:= 0.001 * random(80)
+                            end
+                    end;
+*)
+
+// freeze nearby hogs
+                hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
+                if hogs.size > 0 then
+                    for i:= 0 to hogs.size - 1 do
+                        if hogs.ar^[i] <> HHGear then
+                            if GameTicks mod 5 = 0 then
+                                begin
+                                hogs.ar^[i]^.Active:= true;
+                                if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
+                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
+                                else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
+                                    begin
+                                    hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
+                                    PlaySound(sndHogFreeze);
+                                    end;
+                                end;
+                inc(Pos)
+                end
+            else if (t > 400) and ((gY > cWaterLine) or
+                    (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
+                        and (Land[gY, gX] <> 0))) then
+                begin
+                Target.X:= gX;
+                Target.Y:= gY;
+                X:= HHGear^.X;
+                Y:= HHGear^.Y
+                end;
+            if (gX > max(LAND_WIDTH,4096)*2) or
+                    (gX < -max(LAND_WIDTH,4096)) or
+                    (gY < -max(LAND_HEIGHT,4096)) or
+                    (gY > max(LAND_HEIGHT,4096)+512) then
+                begin
+                //X:= HHGear^.X;
+                //Y:= HHGear^.Y
+                Target.X:= gX;
+                Target.Y:= gY;
+                end
+        end
+    end;
+end;
+
+procedure doStepAddAmmo(Gear: PGear);
+var a: TAmmoType;
+    gi: PGear;
+begin
+if Gear^.Timer > 0 then dec(Gear^.Timer)
+else
+    begin
+    if Gear^.Pos = posCaseUtility then
+        a:= GetUtility(Gear^.Hedgehog)
+    else
+        a:= GetAmmo(Gear^.Hedgehog);
+    CheckSum:= CheckSum xor GameTicks;
+    gi := GearsList;
+    while gi <> nil do
+        begin
+        with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
+        AddRandomness(CheckSum);
+        if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
+        gi := gi^.NextGear
+        end;
+    AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
+    DeleteGear(Gear)
+    end;
+end;
+
+procedure doStepGenericFaller(Gear: PGear);
+begin
+if Gear^.Timer < $FFFFFFFF then
+    if Gear^.Timer > 0 then
+        dec(Gear^.Timer)
+    else
+        begin
+        DeleteGear(Gear);
+        exit
+        end;
+if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
+    begin
+    doStepFallingGear(Gear);
+    if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
+        begin
+        Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
+        Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+        Gear^.dX:= _90-(GetRandomf*_360);
+        Gear^.dY:= _90-(GetRandomf*_360)
+        end;
+    end
+end;
+
+procedure doStepCreeper(Gear: PGear);
+var hogs: PGearArrayS;
+    HHGear: PGear;
+    tdX: hwFloat;
+    dir: LongInt;
+begin
+doStepFallingGear(Gear);
+if Gear^.Timer > 0 then dec(Gear^.Timer);
+// creeper sleep phase
+if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
+
+if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
+else HHGear:= nil;
+
+// creeper boom phase
+if (Gear^.State and gstTmpFlag <> 0) then
+    begin
+    if (Gear^.Timer = 0) then
+        begin
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
+        DeleteGear(Gear)
+        end;
+    // ssssss he essssscaped
+    if (Gear^.Timer > 250) and ((HHGear = nil) or
+            (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) >  180) and
+            (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
+        begin
+        Gear^.State:= Gear^.State and (not gstTmpFlag);
+        Gear^.Timer:= 0
+        end;
+    exit
+    end;
+
+// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
+if (HHGear = nil) or (Gear^.Timer = 0) or
+   (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) >  Gear^.Angle) and
+        (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
+    then
+    begin
+    hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
+    if hogs.size > 1 then
+        Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
+    else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
+    else Gear^.Hedgehog:= nil;
+    if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
+    exit
+    end;
+
+// we have a target. move the creeper.
+if HHGear <> nil then
+    begin
+    // GOTCHA
+    if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) <  50) and
+         (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
+        begin
+        // hisssssssssss
+        Gear^.State:= Gear^.State or gstTmpFlag;
+        Gear^.Timer:= 1500;
+        exit
+        end;
+    if (Gear^.State and gstMoving <> 0) then
+        begin
+        Gear^.dY:= _0;
+        Gear^.dX:= _0;
+        end
+    else if (GameTicks and $FF = 0) then
+        begin
+        tdX:= HHGear^.X-Gear^.X;
+        dir:= hwSign(tdX);
+        if not TestCollisionX(Gear, dir) then
+            Gear^.X:= Gear^.X + signAs(_1,tdX);
+        if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
+            begin
+            Gear^.dX:= SignAs(_0_15, tdX);
+            Gear^.dY:= -_0_3;
+            Gear^.State:= Gear^.State or gstMoving
+            end
+        end;
+    end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKnife(Gear: PGear);
+//var ox, oy: LongInt;
+//    la: hwFloat;
+var   a: real;
+begin
+    // Gear is shrunk so it can actually escape the hog without carving into the terrain
+    if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
+    if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
+    else if Gear^.Damage > 30 then
+        if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
+    Gear^.Damage:= 0;
+    if Gear^.Timer > 0 then dec(Gear^.Timer);
+    if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
+        begin
+        DeleteCI(Gear);
+        Gear^.Radius:= 7;
+        // used for damage and impact calc. needs balancing I think
+        Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
+        doStepFallingGear(Gear);
+        AllInactive := false;
+        a:= Gear^.DirAngle;
+        CalcRotationDirAngle(Gear);
+        Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
+        end
+    else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
+        begin
+        (*ox:= 0; oy:= 0;
+        if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
+        if TestCollisionXwithGear(Gear, 1)       then ox:=  1;
+        if TestCollisionXwithGear(Gear, -1)      then ox:= -1;
+        if TestCollisionYwithGear(Gear, 1) <> 0  then oy:=  1;
+        if Gear^.Health > 0 then
+            PlaySound(sndRopeAttach);
+
+        la:= _10000;
+        if (ox <> 0) or (oy <> 0) then
+            la:= CalcSlopeNearGear(Gear, ox, oy);
+        if la = _10000 then
+            begin
+            // debug for when we couldn't get an angle
+            //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+*)
+            Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
+            if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
+             ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
+ //           end
+ //       else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
+ //       AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
+        Gear^.dX:= _0;
+        Gear^.dY:= _0;
+        Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
+        Gear^.Radius:= 16;
+        if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
+        Gear^.Health:= 0;
+        Gear^.Timer:= 500;
+        AddGearCI(Gear)
+        end
+    else if GameTicks and $3F = 0 then
+        begin
+        if  (TestCollisionYwithGear(Gear, -1) = 0)
+        and (not TestCollisionXwithGear(Gear, 1))
+        and (not TestCollisionXwithGear(Gear, -1))
+        and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
+        end
+end;
+(*
+ This didn't end up getting used, but, who knows, might be reasonable for javellin or something
+// Make the knife initial angle based on the hog attack angle, or is that too hard?
+procedure doStepKnife(Gear: PGear);
+var t,
+    gx, gy, ga,  // gear x,y,angle
+    lx, ly, la, // land x,y,angle
+    ox, oy, // x,y offset
+    w, h,   // wXh of clip area
+    tx, ty  // tip position in sprite
+    : LongInt;
+    surf: PSDL_Surface;
+    s: hwFloat;
+
+begin
+    Gear^.dY := Gear^.dY + cGravity;
+    if (GameFlags and gfMoreWind) <> 0 then
+        Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
+    Gear^.X := Gear^.X + Gear^.dX;
+    Gear^.Y := Gear^.Y + Gear^.dY;
+    CheckGearDrowning(Gear);
+    gx:= hwRound(Gear^.X);
+    gy:= hwRound(Gear^.Y);
+    if Gear^.State and gstDrowning <> 0 then exit;
+    with Gear^ do
+        begin
+        if CheckLandValue(gx, gy, lfLandMask) then
+            begin
+            t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
+
+            if t < 0 then inc(t, 4096)
+            else if 4095 < t then dec(t, 4096);
+            Angle:= t;
+
+            DirAngle:= Angle / 4096 * 360
+            end
+        else
+            begin
+//This is the set of postions for the knife.
+//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
+            t:= Angle mod 1024;
+            case t div 128 of
+                0:  begin
+                    ox:=   2; oy:= 5;
+                    w :=  25;  h:= 5;
+                    tx:=   0; ty:= 2
+                    end;
+                1:  begin
+                    ox:=   2; oy:= 15;
+                     w:=  24;  h:=  8;
+                    tx:=   0; ty:=  7
+                    end;
+                2:  begin
+                    ox:=   2; oy:= 27;
+                     w:=  23;  h:= 12;
+                    tx:= -12; ty:= -5
+                    end;
+                3:  begin
+                    ox:=   2; oy:= 43;
+                     w:=  21;  h:= 15;
+                    tx:=   0; ty:= 14
+                    end;
+                4:  begin
+                    ox:= 29; oy:=  8;
+                     w:= 19;  h:= 19;
+                    tx:=  0; ty:= 17
+                    end;
+                5:  begin
+                    ox:= 29; oy:=  32;
+                     w:= 15;  h:=  21;
+                    tx:=  0; ty:=  20
+                    end;
+                6:  begin
+                    ox:= 51; oy:=   3;
+                     w:= 11;  h:=  23;
+                    tx:=  0; ty:=  22
+                    end;
+                7:  begin
+                    ox:= 51; oy:=  34;
+                     w:=  7;  h:=  24;
+                    tx:=  0; ty:=  23
+                    end
+                end;
+
+            surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
+            copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
+            // try to make the knife hit point first
+            lx := 0;
+            ly := 0;
+            if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
+                begin
+                la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
+                ga:= vector2Angle(dX, dY);
+                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
+                // change  to 0 to 4096 forced by LongWord in Gear
+                if la < 0 then la:= 4096+la;
+                if ga < 0 then ga:= 4096+ga;
+                if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
+                    begin
+                    if Angle >= 2048 then dec(Angle, 2048)
+                    else if Angle < 2048 then inc(Angle, 2048)
+                    end;
+                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
+                end;
+            case Angle div 1024 of
+                0:  begin
+                    flipSurface(surf, true);
+                    flipSurface(surf, true);
+                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
+                    end;
+                1:  begin
+                    flipSurface(surf, false);
+                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
+                    end;
+                2:  begin // knife was actually drawn facing this way...
+                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
+                    end;
+                3:  begin
+                    flipSurface(surf, true);
+                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
+                    end
+                end;
+            SDL_FreeSurface(surf);
+            // this needs to calculate actual width/height + land clipping since update texture doesn't.
+            // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
+            UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
+            DeleteGear(Gear);
+            exit
+            end
+        end;
+end;
+*)
+
+end.
--- a/hedgewars/uGearsHedgehog.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uGearsHedgehog.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -33,9 +33,9 @@
 
 implementation
 uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions,
-    uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
-    uGearsList, uGears, uCollisions, uRandom, uStore, uTeams,
-    uGearsUtils;
+    uCommands, uLocale, uUtils, uStats, uIO, uScript,
+    uGearsList, uCollisions, uRandom, uStore, uTeams,
+    uGearsUtils, uVisualGearsList;
 
 var GHStepTicks: LongWord = 0;
 
--- a/hedgewars/uGearsRender.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uGearsRender.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -38,7 +38,7 @@
                 end;
 
 implementation
-uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears;
+uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList;
 
 procedure DrawRopeLinesRQ(Gear: PGear);
 begin
--- a/hedgewars/uGearsUtils.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uGearsUtils.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -20,7 +20,7 @@
 
 unit uGearsUtils;
 interface
-uses uTypes;
+uses uTypes, uFloat;
 
 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); 
@@ -41,16 +41,31 @@
 procedure CheckCollision(Gear: PGear); inline;
 procedure CheckCollisionWithLand(Gear: PGear); inline;
 
+procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
+function  GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
+procedure SpawnBoxOfSmth;
+procedure ShotgunShot(Gear: PGear);
+
+procedure SetAllToActive;
+procedure SetAllHHToActive; inline;
+procedure SetAllHHToActive(Ice: boolean);
+
+function  GetAmmo(Hedgehog: PHedgehog): TAmmoType;
+function  GetUtility(Hedgehog: PHedgehog): TAmmoType;
+
+
+
 function MakeHedgehogsStep(Gear: PGear) : boolean;
 
 var doStepHandlers: array[TGearType] of TGearStepProcedure;
 
 
 implementation
-uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
+uses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
     uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
-    uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
-    uGearsList, Math;
+    uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, 
+    uGearsList, Math, uVisualGearsList, uGearsHandlersMess,
+    uGearsHedgehog;
 
 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
 begin
@@ -766,4 +781,422 @@
         end;
 end;
 
+
+procedure ShotgunShot(Gear: PGear);
+var t: PGear;
+    dmg, r, dist: LongInt;
+    dx, dy: hwFloat;
+begin
+Gear^.Radius:= cShotgunRadius;
+t:= GearsList;
+while t <> nil do
+    begin
+    case t^.Kind of
+        gtHedgehog,
+            gtMine,
+            gtSMine,
+            gtKnife,
+            gtCase,
+            gtTarget,
+            gtExplosives: begin//,
+//            gtStructure: begin
+//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
+                    dmg:= 0;
+                    r:= Gear^.Radius + t^.Radius;
+                    dx:= Gear^.X-t^.X;
+                    dx.isNegative:= false;
+                    dy:= Gear^.Y-t^.Y;
+                    dy.isNegative:= false;
+                    if r-hwRound(dx+dy) > 0 then
+                        begin
+                        dist:= hwRound(Distance(dx, dy));
+                        dmg:= ModifyDamage(min(r - dist, 25), t);
+                        end;
+                    if dmg > 0 then
+                        begin
+                        if (not t^.Invulnerable) then
+                            ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
+                        else
+                            Gear^.State:= Gear^.State or gstWinner;
+
+                        DeleteCI(t);
+                        t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
+                        t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
+                        t^.State:= t^.State or gstMoving;
+                        if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
+                        t^.Active:= true;
+                        FollowGear:= t
+                        end
+                    end;
+            gtGrave: begin
+                    dmg:= 0;
+                    r:= Gear^.Radius + t^.Radius;
+                    dx:= Gear^.X-t^.X;
+                    dx.isNegative:= false;
+                    dy:= Gear^.Y-t^.Y;
+                    dy.isNegative:= false;
+                    if r-hwRound(dx+dy) > 0 then
+                        begin
+                        dist:= hwRound(Distance(dx, dy));
+                        dmg:= ModifyDamage(min(r - dist, 25), t);
+                        end;
+                    if dmg > 0 then
+                        begin
+                        t^.dY:= - _0_1;
+                        t^.Active:= true
+                        end
+                    end;
+        end;
+    t:= t^.NextGear
+    end;
+if (GameFlags and gfSolidLand) = 0 then
+    DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
+end;
+
+procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
+var t: PGearArray;
+    Gear: PGear;
+    i, j, tmpDmg: LongInt;
+    VGear: PVisualGear;
+begin
+t:= CheckGearsCollision(Ammo);
+// Just to avoid hogs on rope dodging fire.
+if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
+and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
+and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
+    begin
+    t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
+    inc(t^.Count)
+    end;
+
+i:= t^.Count;
+
+if (Ammo^.Kind = gtFlame) and (i > 0) then
+    Ammo^.Health:= 0;
+while i > 0 do
+    begin
+    dec(i);
+    Gear:= t^.ar[i];
+    if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and 
+       (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
+        Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
+    tmpDmg:= ModifyDamage(Damage, Gear);
+    if (Gear^.State and gstNoDamage) = 0 then
+        begin
+
+        if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then 
+            begin
+            VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
+            if VGear <> nil then
+                VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
+            end;
+
+        if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
+            Gear^.FlightTime:= 1;
+
+
+        case Gear^.Kind of
+            gtHedgehog,
+            gtMine,
+            gtSMine,
+            gtKnife,
+            gtTarget,
+            gtCase,
+            gtExplosives: //,
+            //gtStructure:
+            begin
+            if (Ammo^.Kind = gtDrill) then
+                begin
+                Ammo^.Timer:= 0;
+                exit;
+                end;
+            if (not Gear^.Invulnerable) then
+                begin
+                if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
+                    for j:= 1 to max(1,min(3,tmpDmg div 5)) do
+                        begin
+                        VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
+                        if VGear <> nil then
+                            with VGear^ do
+                                begin
+                                Tint:= $FFCC00FF;
+                                Angle:= random(360);
+                                dx:= 0.0005 * (random(100));
+                                dy:= 0.0005 * (random(100));
+                                if random(2) = 0 then
+                                    dx := -dx;
+                                if random(2) = 0 then
+                                    dy := -dy;
+                                FrameTicks:= 600+random(200);
+                                State:= ord(sprStar)
+                                end
+                        end;
+                ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
+                end
+            else
+                Gear^.State:= Gear^.State or gstWinner;
+            if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then 
+                begin
+                if (Ammo^.Hedgehog^.Gear <> nil) then
+                    Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
+                ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
+                end;
+
+            if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
+                begin
+                Gear^.dX:= Ammo^.dX * Power * _0_005;
+                Gear^.dY:= Ammo^.dY * Power * _0_005
+                end
+            else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
+                begin
+                Gear^.dX:= Ammo^.dX * Power * _0_01;
+                Gear^.dY:= Ammo^.dY * Power * _0_01
+                end;
+
+            if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
+                begin
+                Gear^.Active:= true;
+                DeleteCI(Gear);
+                Gear^.State:= Gear^.State or gstMoving;
+                if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
+                // move the gear upwards a bit to throw it over tiny obstacles at start
+                if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+                    begin
+                    if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
+                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+                        Gear^.Y:= Gear^.Y - _1;
+                    if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
+                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+                        Gear^.Y:= Gear^.Y - _1;
+                    if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
+                    or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+                        Gear^.Y:= Gear^.Y - _1;
+                    end
+                end;
+
+
+            if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
+                FollowGear:= Gear
+            end;
+        end
+        end;
+    end;
+if i <> 0 then
+    SetAllToActive
+end;
+
+
+function CountGears(Kind: TGearType): Longword;
+var t: PGear;
+    count: Longword = 0;
+begin
+
+t:= GearsList;
+while t <> nil do
+    begin
+    if t^.Kind = Kind then
+        inc(count);
+    t:= t^.NextGear
+    end;
+CountGears:= count;
+end;
+
+procedure SetAllToActive;
+var t: PGear;
+begin
+AllInactive:= false;
+t:= GearsList;
+while t <> nil do
+    begin
+    t^.Active:= true;
+    t:= t^.NextGear
+    end
+end;
+
+procedure SetAllHHToActive; inline;
+begin
+SetAllHHToActive(true)
+end;
+
+
+procedure SetAllHHToActive(Ice: boolean);
+var t: PGear;
+begin
+AllInactive:= false;
+t:= GearsList;
+while t <> nil do
+    begin
+    if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
+        begin
+        if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
+        t^.Active:= true
+        end;
+    t:= t^.NextGear
+    end
+end;
+
+
+var GearsNearArray : TPGearArray;
+function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
+var
+    t: PGear;
+    s: Longword;
+begin
+    r:= r*r;
+    s:= 0;
+    SetLength(GearsNearArray, s);
+    t := GearsList;
+    while t <> nil do 
+        begin
+        if (t^.Kind = Kind) 
+            and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
+            begin
+            inc(s);
+            SetLength(GearsNearArray, s);
+            GearsNearArray[s - 1] := t;
+            end;
+        t := t^.NextGear;
+    end;
+
+    GearsNear.size:= s;
+    GearsNear.ar:= @GearsNearArray
+end;
+
+
+procedure SpawnBoxOfSmth;
+var t, aTot, uTot, a, h: LongInt;
+    i: TAmmoType;
+begin
+if (PlacingHogs) or
+    (cCaseFactor = 0)
+    or (CountGears(gtCase) >= 5)
+    or (GetRandom(cCaseFactor) <> 0) then
+       exit;
+
+FollowGear:= nil;
+aTot:= 0;
+uTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+    if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+        inc(aTot, Ammoz[i].Probability)
+    else
+        inc(uTot, Ammoz[i].Probability);
+
+t:=0;
+a:=aTot;
+h:= 1;
+
+if (aTot+uTot) <> 0 then
+    if ((GameFlags and gfInvulnerable) = 0) then
+        begin
+        h:= cHealthCaseProb * 100;
+        t:= GetRandom(10000);
+        a:= (10000-h)*aTot div (aTot+uTot)
+        end
+    else
+        begin
+        t:= GetRandom(aTot+uTot);
+        h:= 0
+        end;
+
+
+if t<h then
+    begin
+    FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+    FollowGear^.Health:= cHealthCaseAmount;
+    FollowGear^.Pos:= posCaseHealth;
+    AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
+    end
+else if (t<a+h) then
+    begin
+    t:= aTot;
+    if (t > 0) then
+        begin
+        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+        t:= GetRandom(t);
+        i:= Low(TAmmoType);
+        FollowGear^.Pos:= posCaseAmmo;
+        FollowGear^.AmmoType:= i;
+        AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
+        end
+    end
+else
+    begin
+    t:= uTot;
+    if (t > 0) then
+        begin
+        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+        t:= GetRandom(t);
+        i:= Low(TAmmoType);
+        FollowGear^.Pos:= posCaseUtility;
+        FollowGear^.AmmoType:= i;
+        AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
+        end
+    end;
+
+// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
+if (FollowGear <> nil) then
+    begin
+    FindPlace(FollowGear, true, 0, LAND_WIDTH);
+
+    if (FollowGear <> nil) then
+        AddVoice(sndReinforce, CurrentTeam^.voicepack)
+    end
+end;
+
+
+function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
+var t, aTot: LongInt;
+    i: TAmmoType;
+begin
+Hedgehog:= Hedgehog; // avoid hint
+
+aTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+    if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+        inc(aTot, Ammoz[i].Probability);
+
+t:= aTot;
+i:= Low(TAmmoType);
+if (t > 0) then
+    begin
+    t:= GetRandom(t);
+    while t >= 0 do
+        begin
+        inc(i);
+        if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+            dec(t, Ammoz[i].Probability)
+        end
+    end;
+GetAmmo:= i
+end;
+
+function GetUtility(Hedgehog: PHedgehog): TAmmoType;
+var t, uTot: LongInt;
+    i: TAmmoType;
+begin
+
+uTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+    if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
+    and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
+        inc(uTot, Ammoz[i].Probability);
+
+t:= uTot;
+i:= Low(TAmmoType);
+if (t > 0) then
+    begin
+    t:= GetRandom(t);
+    while t >= 0 do
+        begin
+        inc(i);
+        if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
+        or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
+            dec(t, Ammoz[i].Probability)
+        end
+    end;
+GetUtility:= i
+end;
+
+
 end.
--- a/hedgewars/uScript.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uScript.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -58,7 +58,6 @@
 uses LuaPas,
     uConsole,
     uConsts,
-    uVisualGears,
     uGears,
     uGearsList,
     uGearsUtils,
@@ -84,6 +83,8 @@
     SDLh,
     SysUtils, 
     uIO,
+    uVisualGearsList,
+    uGearsHandlersMess,
     uPhysFSLayer,
     typinfo
     ;
--- a/hedgewars/uTeams.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uTeams.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -1,4 +1,4 @@
-(*
+ (*
  * Hedgewars, a free turn based strategy game
  * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
  *
@@ -20,7 +20,7 @@
 
 unit uTeams;
 interface
-uses uConsts, uInputHandler, uRandom, uFloat, uStats, uVisualGears,
+uses uConsts, uInputHandler, uRandom, uFloat, uStats, 
      uCollisions, GLunit, uSound, uStore, uTypes, uScript
      {$IFDEF USE_TOUCH_INTERFACE}, uWorld{$ENDIF};
 
@@ -43,7 +43,7 @@
 
 implementation
 uses uLocale, uAmmos, uChat, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug,
-    uGearsUtils, uGearsList
+    uGearsUtils, uGearsList, uVisualGearsList
     {$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
 
 var MaxTeamHealth: LongInt;
--- a/hedgewars/uVisualGears.pas	Wed Jun 26 21:40:10 2013 -0400
+++ b/hedgewars/uVisualGears.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -29,19 +29,13 @@
  * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
  *)
 interface
-uses uConsts, uFloat, GLunit, uTypes, uWorld;
+uses uConsts, GLunit, uTypes;
 
 procedure initModule;
 procedure freeModule;
 
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-
 procedure ProcessVisualGears(Steps: Longword);
 procedure DrawVisualGears(Layer: LongWord);
-procedure DeleteVisualGear(Gear: PVisualGear);
-function  VisualGearByUID(uid : Longword) : PVisualGear;
 
 procedure AddClouds;
 procedure AddFlakes;
@@ -53,17 +47,8 @@
 procedure KickFlakes(Radius, X, Y: LongInt);
 
 implementation
-uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
-
-const 
-    cExplFrameTicks = 110;
-    //cSmokeZ = 499;
-var VGCounter: LongWord;
-    VisualGearLayers: array[0..6] of PVisualGear;
-
-// For better maintainability the step handlers of visual gears are stored
-// in a separate file.
-{$INCLUDE "VGSHandlers.inc"}
+uses uVariables, uRender, Math, uRenderUtils, uStore, uUtils
+    , uVisualGearsList;
 
 procedure AddDamageTag(X, Y, Damage, Color: LongWord);
 var s: shortstring;
@@ -84,436 +69,6 @@
 
 // ==================================================================
 
-// ==================================================================
-const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
-        (
-            @doStepFlake,
-            @doStepCloud,
-            @doStepExpl,
-            @doStepExpl,
-            @doStepFire,
-            @doStepSmallDamage,
-            @doStepTeamHealthSorter,
-            @doStepSpeechBubble,
-            @doStepBubble,
-            @doStepSteam,
-            @doStepAmmo,
-            @doStepSmoke,
-            @doStepSmoke,
-            @doStepShell,
-            @doStepDust,
-            @doStepSplash,
-            @doStepDroplet,
-            @doStepSmokeRing,
-            @doStepBeeTrace,
-            @doStepEgg,
-            @doStepFeather,
-            @doStepHealthTag,
-            @doStepSmokeTrace,
-            @doStepSmokeTrace,
-            @doStepExplosion,
-            @doStepBigExplosion,
-            @doStepChunk,
-            @doStepNote,
-            @doStepLineTrail,
-            @doStepBulletHit,
-            @doStepCircle,
-            @doStepSmoothWindBar,
-            @doStepStraightShot
-        );
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
-end;
-
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
-end;
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-var gear: PVisualGear;
-    t: Longword;
-    sp: real;
-begin
-AddVisualGear:= nil;
-if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
-   ((Kind <> vgtCloud) and (not Critical)) then
-       exit;
-
-if ((cReducedQuality and rqAntiBoom) <> 0) and
-   (not Critical) and
-   (not (Kind in
-   [vgtTeamHealthSorter,
-    vgtSmallDamageTag,
-    vgtSpeechBubble,
-    vgtHealthTag,
-    vgtExplosion,
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtNote,
-    vgtSmoothWindBar])) then
-    
-        exit;
-
-inc(VGCounter);
-New(gear);
-FillChar(gear^, sizeof(TVisualGear), 0);
-gear^.X:= real(X);
-gear^.Y:= real(Y);
-gear^.Kind := Kind;
-gear^.doStep:= doStepHandlers[Kind];
-gear^.State:= 0;
-gear^.Tint:= $FFFFFFFF;
-gear^.uid:= VGCounter;
-gear^.Layer:= 0;
-
-with gear^ do
-    case Kind of
-    vgtFlake:
-                begin
-                Timer:= 0;
-                tdX:= 0;
-                tdY:= 0;
-                Scale:= 1.0;
-                if SuddenDeathDmg then
-                    begin
-                    FrameTicks:= random(vobSDFrameTicks);
-                    Frame:= random(vobSDFramesCount);
-                    end
-                else
-                    begin
-                    FrameTicks:= random(vobFrameTicks);
-                    Frame:= random(vobFramesCount);
-                    end;
-                Angle:= random(360);
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.000003506096 * random(7000);
-                if random(2) = 0 then
-                    dx := -dx;
-                if SuddenDeathDmg then
-                    dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
-                else
-                    dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
-                end;
-    vgtCloud:
-                begin
-                Frame:= random(4);
-                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
-                timer:= random(4096);
-                Scale:= 1.0
-                end;
-    vgtExplPart,
-    vgtExplPart2:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(95) + 70);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks
-                end;
-        vgtFire:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= random(8)
-                end;
-         vgtEgg:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-        vgtShell: FrameTicks:= 500;
-    vgtSmallDamageTag:
-                begin
-                gear^.FrameTicks:= 1100
-                end;
-    vgtBubble:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0;
-                if random(2) = 0 then
-                    dx := -dx;
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(5)
-                end;
-    vgtSteam:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.001 * (random(85) + 95);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-    vgtAmmo:
-                begin
-                alpha:= 1.0;
-                scale:= 1.0
-                end;
-  vgtSmokeWhite,
-  vgtSmoke:
-                begin
-                Scale:= 1.0;
-                dx:= 0.0002 * (random(45) + 10);
-                dy:= 0.0002 * (random(45) + 10);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(2);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-  vgtDust:
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= 0.001 * (random(40) + 20);
-                if random(2) = 0 then dx := -dx;
-                if random(2) = 0 then Tag:= 1
-                else Tag:= -1;
-                Frame:= 7 - random(2);
-                FrameTicks:= random(20) + 15;
-                end;
-  vgtSplash:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 740;
-                Frame:= 19;
-                Scale:= 0.75;
-                Timer:= 1;
-                end;
-    vgtDroplet:
-                begin
-                dx:= 0.001 * (random(180) - 90);
-                dy:= -0.001 * (random(160) + 40);
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(3)
-                end;
-   vgtBeeTrace:
-                begin
-                FrameTicks:= 1000;
-                Frame:= random(16);
-                end;
-    vgtSmokeRing:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 600;
-                Timer:= 0;
-                Frame:= 0;
-                scale:= 0.6;
-                alpha:= 1;
-                angle:= random(360);
-                end;
-     vgtFeather:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-  vgtHealthTag:
-                begin
-                Frame:= 0;
-                Timer:= 1500;
-                dY:= -0.08;
-                dX:= 0;
-                //gear^.Z:= 2002;
-                end;
-  vgtSmokeTrace,
-  vgtEvilTrace:
-                begin
-                gear^.X:= gear^.X - 16;
-                gear^.Y:= gear^.Y - 16;
-                gear^.State:= 8;
-                //gear^.Z:= cSmokeZ
-                end;
-vgtBigExplosion:
-                begin
-                gear^.Angle:= random(360);
-                end;
-      vgtChunk:
-                begin
-                gear^.Frame:= random(4);
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 47);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
-                if random(2) = 0 then
-                    dx := -dx;
-                end;
-      vgtNote: 
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= -0.001 * (random(40) + 20);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= random(4);
-                FrameTicks:= random(2000) + 1500;
-                end;
-  vgtBulletHit:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 350;
-                Frame:= 7;
-                Angle:= 0;
-                end;
-vgtSmoothWindBar: 
-                begin
-                Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
-                Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
-                end;
- vgtStraightShot:
-                begin
-                Angle:= 0;
-                Scale:= 1.0;
-                dx:= 0.001 * random(45);
-                dy:= 0.001 * (random(20) + 25);
-                State:= ord(sprHealth);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 0;
-                FrameTicks:= random(750) + 1250;
-                State:= ord(sprSnowDust);
-                end;
-        end;
-
-if State <> 0 then
-    gear^.State:= State;
-
-case Gear^.Kind of
-    vgtFlake: if cFlattenFlakes then
-        gear^.Layer:= 0
-              else if random(3) = 0 then 
-                  begin
-                  gear^.Scale:= 0.5;
-                  gear^.Layer:= 0   // 33% - far back
-                  end
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.8;
-                  gear^.Layer:= 4   // 22% - mid-distance
-                  end
-              else if random(3) <> 0 then
-                  gear^.Layer:= 5  // 30% - just behind land
-              else if random(2) = 0 then
-                  gear^.Layer:= 6   // 7% - just in front of land
-              else
-                  begin
-                  gear^.Scale:= 1.5;
-                  gear^.Layer:= 2;  // 7% - close up
-                  end;
-
-    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.25;
-                  gear^.Layer:= 0
-                  end
-              else if random(2) = 0 then
-                  gear^.Layer:= 5
-              else
-                  begin
-                  gear^.Scale:= 0.4;
-                  gear^.Layer:= 4
-                  end;
-
-    // 0: this layer is very distant in the background when in stereo
-    vgtTeamHealthSorter,
-    vgtSmoothWindBar: gear^.Layer:= 0;
-
-
-    // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtLineTrail,
-    vgtSmoke,
-    vgtSmokeWhite,
-    vgtDust,
-    vgtFire,
-    vgtSplash,
-    vgtDroplet,
-    vgtBubble: gear^.Layer:= 1;
-
-    // 3: this layer is on the screen plane (depth = 0) when stereo
-    vgtSpeechBubble,
-    vgtSmallDamageTag,
-    vgtHealthTag,
-    vgtStraightShot,
-    vgtChunk: gear^.Layer:= 3;
-
-    // 2: this layer is outside the screen when stereo
-    vgtExplosion,
-    vgtBigExplosion,
-    vgtExplPart,
-    vgtExplPart2,
-    vgtSteam,
-    vgtAmmo,
-    vgtShell,
-    vgtFeather,
-    vgtEgg,
-    vgtBeeTrace,
-    vgtSmokeRing,
-    vgtNote,
-    vgtBulletHit,
-    vgtCircle: gear^.Layer:= 2
-end;
-
-if VisualGearLayers[gear^.Layer] <> nil then
-    begin
-    VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
-    gear^.NextGear:= VisualGearLayers[gear^.Layer]
-    end;
-VisualGearLayers[gear^.Layer]:= gear;
-
-AddVisualGear:= gear;
-end;
-
-procedure DeleteVisualGear(Gear: PVisualGear);
-begin
-    FreeTexture(Gear^.Tex);
-    Gear^.Tex:= nil;
-
-    if Gear^.NextGear <> nil then
-        Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
-    if Gear^.PrevGear <> nil then
-        Gear^.PrevGear^.NextGear:= Gear^.NextGear
-    else
-        VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
-
-    if lastVisualGearByUID = Gear then
-        lastVisualGearByUID:= nil;
-
-    Dispose(Gear);
-end;
-
 procedure ProcessVisualGears(Steps: Longword);
 var Gear, t: PVisualGear;
     i: LongWord;
@@ -900,35 +455,6 @@
     end;
 end;
 
-function  VisualGearByUID(uid : Longword) : PVisualGear;
-var vg: PVisualGear;
-    i: LongWord;
-begin
-VisualGearByUID:= nil;
-if uid = 0 then
-    exit;
-if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
-    begin
-    VisualGearByUID:= lastVisualGearByUID;
-    exit
-    end;
-// search in an order that is more likely to return layers they actually use.  Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
-for i:= 2 to 5 do
-    begin
-    vg:= VisualGearLayers[i mod 4];
-    while vg <> nil do
-        begin
-        if vg^.uid = uid then
-            begin
-            lastVisualGearByUID:= vg;
-            VisualGearByUID:= vg;
-            exit
-            end;
-        vg:= vg^.NextGear
-        end
-    end
-end;
-
 procedure AddClouds;
 var i: LongInt;
 begin
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uVisualGearsHandlers.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -0,0 +1,897 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+
+(*
+ * This file contains the step handlers for visual gears.
+ *
+ * Since the effects of visual gears do not affect the course of the game,
+ * no "synchronization" between players is required.
+ * => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
+ * is usually not necessary and therefore undesirable.
+ *)
+ 
+{$INCLUDE "options.inc"} 
+ 
+unit uVisualGearsHandlers;
+
+interface
+uses uTypes;
+
+var doStepHandlers: array[TVisualGearType] of TVGearStepProcedure;
+
+procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
+procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
+procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
+procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
+procedure doStepNote(Gear: PVisualGear; Steps: Longword);
+procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
+procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
+procedure doStepFire(Gear: PVisualGear; Steps: Longword);
+procedure doStepShell(Gear: PVisualGear; Steps: Longword);
+procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
+procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
+procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
+procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
+procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
+procedure doStepDust(Gear: PVisualGear; Steps: Longword);
+procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
+procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
+procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
+procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
+procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
+procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
+procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
+procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
+procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
+procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
+procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
+procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
+procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
+procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
+procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
+procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
+procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
+procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
+procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
+procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
+procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
+
+procedure initModule;
+
+implementation
+uses uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld;
+
+procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
+var sign: real;
+    moved: boolean;
+begin
+if vobCount = 0 then exit;
+
+sign:= 1;
+with Gear^ do
+    begin
+    inc(FrameTicks, Steps);
+    if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then
+        begin
+        dec(FrameTicks, vobFrameTicks);
+        inc(Frame);
+        if Frame = vobFramesCount then
+            Frame:= 0
+        end
+    else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then
+        begin
+        dec(FrameTicks, vobSDFrameTicks);
+        inc(Frame);
+        if Frame = vobSDFramesCount then
+            Frame:= 0
+        end;
+    X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
+    if SuddenDeathDmg then
+        Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale
+    else
+        Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
+    Angle:= Angle + dAngle * Steps;
+    if Angle > 360 then
+        Angle:= Angle - 360
+    else
+        if Angle < - 360 then
+            Angle:= Angle + 360;
+    
+  
+    if (round(X) >= cLeftScreenBorder)
+    and (round(X) <= cRightScreenBorder)
+    and (round(Y) - 75 <= LAND_HEIGHT)
+    and (Timer > 0) and (Timer-Steps > 0) then
+        begin
+        if tdX > 0 then
+            sign := 1
+        else
+            sign:= -1;
+        tdX:= tdX - 0.005*Steps*sign;
+        if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
+            tdX:= 0;
+        if tdX > 0 then
+            sign := 1
+        else
+            sign:= -1;
+        tdY:= tdY - 0.005*Steps*sign;
+        if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
+            tdY:= 0;
+        dec(Timer, Steps)
+        end
+    else
+        begin
+        moved:= false;
+        if round(X) < cLeftScreenBorder then
+            begin
+            X:= X + cScreenSpace;
+            moved:= true
+            end
+        else
+            if round(X) > cRightScreenBorder then
+                begin
+                X:= X - cScreenSpace;
+                moved:= true
+                end;
+            // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
+        if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
+            begin
+            X:= cLeftScreenBorder + random(cScreenSpace);
+            Y:= Y - (1024 + 250 + random(50)); // TODO - configure in theme (jellies for example could use limited range)
+            moved:= true
+            end
+        else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
+            begin
+            X:= cLeftScreenBorder + random(cScreenSpace);
+            Y:= Y - (1024 + random(25));
+            moved:= true
+            end;
+        if moved then
+            begin
+            Angle:= random(360);
+            dx:= 0.0000038654705 * random(10000);
+            dy:= 0.000003506096 * random(7000);
+            if random(2) = 0 then dx := -dx
+            end;
+        Timer:= 0;
+        tdX:= 0;
+        tdY:= 0
+        end;
+    end;
+
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
+begin
+if Gear^.FrameTicks > Steps then
+    dec(Gear^.FrameTicks, Steps)
+else
+    DeleteVisualGear(Gear);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
+var s: Longword;
+    t: real;
+begin
+Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps;
+
+// up-and-down-bounce magic
+s := (GameTicks + Gear^.Timer) mod 4096;
+t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
+if (s < 2048) then t := -t;
+
+Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
+
+if round(Gear^.X) < cLeftScreenBorder then
+    Gear^.X:= Gear^.X + cScreenSpace
+else
+    if round(Gear^.X) > cRightScreenBorder then
+        Gear^.X:= Gear^.X - cScreenSpace
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
+var s: LongInt;
+begin
+s:= min(Steps, cExplFrameTicks);
+
+Gear^.X:= Gear^.X + Gear^.dX * s;
+Gear^.Y:= Gear^.Y + Gear^.dY * s;
+//Gear^.dY:= Gear^.dY + cGravityf;
+
+if Gear^.FrameTicks <= Steps then
+    if Gear^.Frame = 0 then
+        DeleteVisualGear(Gear)
+    else
+        begin
+        dec(Gear^.Frame);
+        Gear^.FrameTicks:= cExplFrameTicks
+        end
+    else dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepNote(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
+
+Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
+while Gear^.Angle > cMaxAngle do
+    Gear^.Angle:= Gear^.Angle - cMaxAngle;
+
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
+begin
+Steps := Steps;
+if Gear^.Timer <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.Timer, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps;
+
+Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
+
+if Gear^.FrameTicks <= Steps then
+    begin
+    DeleteVisualGear(Gear);
+    exit
+    end
+else
+    dec(Gear^.FrameTicks, Steps);
+
+if Gear^.FrameTicks < $FF then
+   Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFire(Gear: PVisualGear; Steps: Longword);
+var vgt: PVisualGear;
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
+if (Gear^.State and gstTmpFlag) = 0 then
+    begin
+    Gear^.dY:= Gear^.dY + cGravityf * Steps;
+    if ((GameTicks mod 200) < Steps + 1) then
+        begin
+        vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
+        if vgt <> nil then
+            begin
+            vgt^.dx:= 0;
+            vgt^.dy:= 0;
+            vgt^.State:= gstTmpFlag;
+            end;
+        end
+    end
+else
+    inc(Steps, Steps);
+
+if Gear^.FrameTicks <= Steps then
+       DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShell(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps;
+
+Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
+
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.Y:= Gear^.Y - 0.02 * Steps;
+
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
+Gear^.dX := Gear^.dX / (1.001 * Steps);
+Gear^.dY := Gear^.dY / (1.001 * Steps);
+
+if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
+Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
+
+if Gear^.FrameTicks <= Steps then
+    if Gear^.Frame = 0 then
+        DeleteVisualGear(Gear)
+    else
+        begin
+        if Random(2) = 0 then
+            dec(Gear^.Frame);
+        Gear^.FrameTicks:= cExplFrameTicks
+        end
+else dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
+
+Gear^.scale:= Gear^.scale + 0.0025 * Steps;
+Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
+
+if Gear^.alpha < 0 then
+    DeleteVisualGear(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
+Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
+
+Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
+//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
+
+if Gear^.FrameTicks <= Steps then
+    if Gear^.Frame = 0 then
+        DeleteVisualGear(Gear)
+    else
+        begin
+        if Random(2) = 0 then
+            dec(Gear^.Frame);
+        Gear^.FrameTicks:= cExplFrameTicks
+        end
+    else dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDust(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
+Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
+
+Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
+Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
+
+if Gear^.FrameTicks <= Steps then
+    if Gear^.Frame = 0 then
+            DeleteVisualGear(Gear)
+    else
+        begin
+        dec(Gear^.Frame);
+        Gear^.FrameTicks:= cExplFrameTicks
+        end
+    else dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
+begin
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps;
+
+if round(Gear^.Y) > cWaterLine then
+    begin
+    DeleteVisualGear(Gear);
+    PlaySound(TSound(ord(sndDroplet1) + Random(3)));
+    end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
+begin
+inc(Gear^.Timer, Steps);
+if Gear^.Timer >= Gear^.FrameTicks then
+    DeleteVisualGear(Gear)
+else
+    begin
+    Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
+    Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
+    if Gear^.alpha < 0 then
+        Gear^.alpha:= 0;
+    end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps;
+
+Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
+
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+const cSorterWorkTime = 640;
+var thexchar: array[0..cMaxTeams] of
+            record
+            dy, ny, dw: LongInt;
+            team: PTeam;
+            SortFactor: QWord;
+            end;
+    currsorter: PVisualGear = nil;
+
+procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
+var i, t: LongInt;
+begin
+for t:= 1 to min(Steps, Gear^.Timer) do
+    begin
+    dec(Gear^.Timer);
+    if (Gear^.Timer and 15) = 0 then
+        for i:= 0 to Pred(TeamsCount) do
+            with thexchar[i] do
+                begin
+                {$WARNINGS OFF}
+                team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime;
+                team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
+                {$WARNINGS ON}
+                end;
+    end;
+
+if (Gear^.Timer = 0) or (currsorter <> Gear) then
+    begin
+    if currsorter = Gear then
+        currsorter:= nil;
+    DeleteVisualGear(Gear);
+    exit
+    end
+end;
+
+procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
+var i: Longword;
+    b: boolean;
+    t: LongInt;
+begin
+Steps:= Steps; // avoid compiler hint
+
+for t:= 0 to Pred(TeamsCount) do
+    with thexchar[t] do
+        begin
+        team:= TeamsArray[t];
+        dy:= team^.DrawHealthY;
+        dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth;
+        if team^.TeamHealth > 0 then
+            begin
+            SortFactor:= team^.Clan^.ClanHealth;
+            SortFactor:= (SortFactor shl  3) + team^.Clan^.ClanIndex;
+            SortFactor:= (SortFactor shl 30) + team^.TeamHealth;
+            end
+        else
+            SortFactor:= 0;
+        end;
+
+if TeamsCount > 1 then
+    repeat
+    b:= true;
+    for t:= 0 to TeamsCount - 2 do
+        if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
+            begin
+            thexchar[cMaxTeams]:= thexchar[t];
+            thexchar[t]:= thexchar[Succ(t)];
+            thexchar[Succ(t)]:= thexchar[cMaxTeams];
+            b:= false
+            end
+    until b;
+
+t:= - 4;
+for i:= 0 to Pred(TeamsCount) do
+        with thexchar[i] do
+          if team^.TeamHealth > 0 then
+            begin
+            dec(t, team^.HealthTex^.h + 2);
+            ny:= t;
+            dy:= dy - ny
+            end;
+
+Gear^.Timer:= cSorterWorkTime;
+Gear^.doStep:= @doStepTeamHealthSorterWork;
+currsorter:= Gear;
+//doStepTeamHealthSorterWork(Gear, Steps)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
+begin
+if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
+
+if (Gear^.Hedgehog^.Gear <> nil) then
+    begin
+    Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2  - Gear^.FrameTicks);
+    Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
+    end;
+
+if Gear^.Timer = 0 then
+    begin
+    if Gear^.Hedgehog^.SpeechGear = Gear then
+        Gear^.Hedgehog^.SpeechGear:= nil;
+    DeleteVisualGear(Gear)
+    end;
+end;
+
+procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
+begin
+Steps:= Steps; // avoid compiler hint
+
+with Gear^.Hedgehog^ do
+    if SpeechGear <> nil then
+        SpeechGear^.Timer:= 0;
+
+Gear^.Hedgehog^.SpeechGear:= Gear;
+
+Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
+
+Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
+
+case Gear^.FrameTicks of
+    1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
+    2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
+    3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
+    end;
+
+Gear^.doStep:= @doStepSpeechBubbleWork;
+
+Gear^.Y:= Gear^.Y - Gear^.Tex^.h
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
+begin
+if Steps > Gear^.Timer then
+    DeleteVisualGear(Gear)
+else
+    begin
+    dec(Gear^.Timer, Steps);
+    Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+    Gear^.X:= Gear^.X + Gear^.dX * Steps
+    end;
+end;
+
+procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
+begin
+if round(Gear^.Y) - 10 < cWaterLine then
+    DeleteVisualGear(Gear)
+else
+    Gear^.Y:= Gear^.Y - 0.08 * Steps;
+
+end;
+
+procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
+var s: shortstring;
+begin
+s:= '';
+
+str(Gear^.State, s);
+if Gear^.Hedgehog <> nil then
+    Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
+else
+    Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);
+
+Gear^.doStep:= @doStepHealthTagWork;
+
+if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0)  then
+    Gear^.doStep:= @doStepHealthTagWorkUnderWater;
+
+Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
+
+if Steps > 1 then
+    Gear^.doStep(Gear, Steps-1);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
+begin
+inc(Gear^.Timer, Steps );
+if Gear^.Timer > 64 then
+    begin
+    if Gear^.State = 0 then
+        begin
+        DeleteVisualGear(Gear);
+        exit;
+        end;
+    dec(Gear^.State, Gear^.Timer div 65);
+    Gear^.Timer:= Gear^.Timer mod 65;
+    end;
+Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
+Gear^.X:= Gear^.X + Gear^.dX;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
+begin
+inc(Gear^.Timer, Steps);
+if Gear^.Timer > 75 then
+    begin
+    inc(Gear^.State, Gear^.Timer div 76);
+    Gear^.Timer:= Gear^.Timer mod 76;
+    if Gear^.State > 5 then
+        DeleteVisualGear(Gear);
+    end;
+end;
+
+procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
+var i: LongWord;
+    gX,gY: LongInt;
+    vg: PVisualGear;
+begin
+gX:= round(Gear^.X);
+gY:= round(Gear^.Y);
+for i:= 0 to 31 do 
+    begin
+    vg:= AddVisualGear(gX, gY, vgtFire);
+    if vg <> nil then 
+        begin
+        vg^.State:= gstTmpFlag;
+        inc(vg^.FrameTicks, vg^.FrameTicks)
+        end
+    end;
+for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart);
+for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart2);
+Gear^.doStep:= @doStepExplosionWork;
+if Steps > 1 then
+    Gear^.doStep(Gear, Steps-1);
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
+var maxMovement: LongInt;
+begin
+
+inc(Gear^.Timer, Steps);
+if (Gear^.Timer and 5) = 0 then
+    begin
+    maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
+    ShakeCamera(maxMovement);
+    end;
+
+if Gear^.Timer > 250 then
+    DeleteVisualGear(Gear);
+end;
+
+procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
+var i: LongWord;
+    gX,gY: LongInt;
+    vg: PVisualGear;
+begin
+//ScreenFade:= sfFromWhite;
+//ScreenFadeValue:= round(60 * zoom * zoom);
+//ScreenFadeSpeed:= 5;
+gX:= round(Gear^.X);
+gY:= round(Gear^.Y);
+AddVisualGear(gX, gY, vgtSmokeRing);
+for i:= 0 to 46 do 
+    begin
+    vg:= AddVisualGear(gX, gY, vgtFire);
+    if vg <> nil then 
+        begin
+        vg^.State:= gstTmpFlag;
+        inc(vg^.FrameTicks, vg^.FrameTicks)
+        end
+    end;
+for i:= 0 to 15 do
+    AddVisualGear(gX, gY, vgtExplPart);
+for i:= 0 to 15 do
+    AddVisualGear(gX, gY, vgtExplPart2);
+Gear^.doStep:= @doStepBigExplosionWork;
+if Steps > 1 then
+    Gear^.doStep(Gear, Steps-1);
+with mobileRecord do
+    if (performRumble <> nil) and (not fastUntilLag) then
+        performRumble(kSystemSoundID_Vibrate);
+end;
+
+procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+Gear^.dY:= Gear^.dY + cGravityf * Steps;
+
+Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
+
+if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
+    begin
+    AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
+    DeleteVisualGear(Gear);
+    end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
+begin
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    dec(Gear^.FrameTicks, Steps);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
+var tmp: LongInt;
+    i: LongWord;
+begin
+with Gear^ do
+    if Frame <> 0 then
+        for i:= 1 to Steps do
+            begin
+            inc(FrameTicks);
+            if (FrameTicks mod Frame) = 0 then
+                begin
+                tmp:= Gear^.Tint and $FF;
+                if tdY >= 0 then
+                    inc(tmp)
+                else
+                    dec(tmp);
+                if tmp < round(dX) then
+                    tdY:= 1;
+                if tmp > round(dY) then
+                    tdY:= -1;
+                if tmp > 255 then
+                    tmp := 255;
+                if tmp < 0 then
+                    tmp := 0;
+                Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
+                end
+            end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
+begin
+inc(Gear^.Timer, Steps);
+    
+while Gear^.Timer >= 10 do
+    begin
+    dec(Gear^.Timer, 10);
+    if WindBarWidth < Gear^.Tag then
+        inc(WindBarWidth)
+    else if WindBarWidth > Gear^.Tag then
+        dec(WindBarWidth);
+    end;
+if cWindspeedf > Gear^.dAngle then
+    begin
+    cWindspeedf := cWindspeedf - Gear^.Angle*Steps;
+    if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
+    end
+else if cWindspeedf < Gear^.dAngle then
+    begin
+    cWindspeedf := cWindspeedf + Gear^.Angle*Steps;
+    if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
+    end;
+        
+if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)  then 
+    DeleteVisualGear(Gear)
+end;
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
+begin
+Gear^.X:= Gear^.X + Gear^.dX * Steps;
+Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
+
+if Gear^.FrameTicks <= Steps then
+    DeleteVisualGear(Gear)
+else
+    begin
+    dec(Gear^.FrameTicks, Steps);
+    if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then 
+        Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
+    end
+end;
+
+
+const handlers: array[TVisualGearType] of TVGearStepProcedure =
+        (
+            @doStepFlake,
+            @doStepCloud,
+            @doStepExpl,
+            @doStepExpl,
+            @doStepFire,
+            @doStepSmallDamage,
+            @doStepTeamHealthSorter,
+            @doStepSpeechBubble,
+            @doStepBubble,
+            @doStepSteam,
+            @doStepAmmo,
+            @doStepSmoke,
+            @doStepSmoke,
+            @doStepShell,
+            @doStepDust,
+            @doStepSplash,
+            @doStepDroplet,
+            @doStepSmokeRing,
+            @doStepBeeTrace,
+            @doStepEgg,
+            @doStepFeather,
+            @doStepHealthTag,
+            @doStepSmokeTrace,
+            @doStepSmokeTrace,
+            @doStepExplosion,
+            @doStepBigExplosion,
+            @doStepChunk,
+            @doStepNote,
+            @doStepLineTrail,
+            @doStepBulletHit,
+            @doStepCircle,
+            @doStepSmoothWindBar,
+            @doStepStraightShot
+        );
+
+procedure initModule;
+begin
+    doStepHandlers:= handlers
+end;
+
+end.
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uVisualGearsList.pas	Thu Jun 27 15:51:20 2013 +0400
@@ -0,0 +1,462 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+
+{$INCLUDE "options.inc"}
+
+unit uVisualGearsList;
+interface
+uses uTypes;
+
+function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
+function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
+function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
+procedure DeleteVisualGear(Gear: PVisualGear);
+function  VisualGearByUID(uid : Longword) : PVisualGear;
+
+const 
+    cExplFrameTicks = 110;
+
+var VGCounter: LongWord;
+    VisualGearLayers: array[0..6] of PVisualGear;
+
+implementation
+uses uFloat, uVariables, uConsts, uTextures, uVisualGearsHandlers;
+
+function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
+begin
+    AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
+end;
+
+function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
+begin
+    AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
+end;
+
+function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
+var gear: PVisualGear;
+    t: Longword;
+    sp: real;
+begin
+AddVisualGear:= nil;
+if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
+   ((Kind <> vgtCloud) and (not Critical)) then
+       exit;
+
+if ((cReducedQuality and rqAntiBoom) <> 0) and
+   (not Critical) and
+   (not (Kind in
+   [vgtTeamHealthSorter,
+    vgtSmallDamageTag,
+    vgtSpeechBubble,
+    vgtHealthTag,
+    vgtExplosion,
+    vgtSmokeTrace,
+    vgtEvilTrace,
+    vgtNote,
+    vgtSmoothWindBar])) then
+    
+        exit;
+
+inc(VGCounter);
+New(gear);
+FillChar(gear^, sizeof(TVisualGear), 0);
+gear^.X:= real(X);
+gear^.Y:= real(Y);
+gear^.Kind := Kind;
+gear^.doStep:= doStepHandlers[Kind];
+gear^.State:= 0;
+gear^.Tint:= $FFFFFFFF;
+gear^.uid:= VGCounter;
+gear^.Layer:= 0;
+
+with gear^ do
+    case Kind of
+    vgtFlake:
+                begin
+                Timer:= 0;
+                tdX:= 0;
+                tdY:= 0;
+                Scale:= 1.0;
+                if SuddenDeathDmg then
+                    begin
+                    FrameTicks:= random(vobSDFrameTicks);
+                    Frame:= random(vobSDFramesCount);
+                    end
+                else
+                    begin
+                    FrameTicks:= random(vobFrameTicks);
+                    Frame:= random(vobFramesCount);
+                    end;
+                Angle:= random(360);
+                dx:= 0.0000038654705 * random(10000);
+                dy:= 0.000003506096 * random(7000);
+                if random(2) = 0 then
+                    dx := -dx;
+                if SuddenDeathDmg then
+                    dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
+                else
+                    dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
+                end;
+    vgtCloud:
+                begin
+                Frame:= random(4);
+                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
+                timer:= random(4096);
+                Scale:= 1.0
+                end;
+    vgtExplPart,
+    vgtExplPart2:
+                begin
+                t:= random(1024);
+                sp:= 0.001 * (random(95) + 70);
+                dx:= hwFloat2Float(AngleSin(t)) * sp;
+                dy:= hwFloat2Float(AngleCos(t)) * sp;
+                if random(2) = 0 then
+                    dx := -dx;
+                if random(2) = 0 then
+                    dy := -dy;
+                Frame:= 7 - random(3);
+                FrameTicks:= cExplFrameTicks
+                end;
+        vgtFire:
+                begin
+                t:= random(1024);
+                sp:= 0.001 * (random(85) + 95);
+                dx:= hwFloat2Float(AngleSin(t)) * sp;
+                dy:= hwFloat2Float(AngleCos(t)) * sp;
+                if random(2) = 0 then
+                    dx := -dx;
+                if random(2) = 0 then
+                    dy := -dy;
+                FrameTicks:= 650 + random(250);
+                Frame:= random(8)
+                end;
+         vgtEgg:
+                begin
+                t:= random(1024);
+                sp:= 0.001 * (random(85) + 95);
+                dx:= hwFloat2Float(AngleSin(t)) * sp;
+                dy:= hwFloat2Float(AngleCos(t)) * sp;
+                if random(2) = 0 then
+                    dx := -dx;
+                if random(2) = 0 then
+                    dy := -dy;
+                FrameTicks:= 650 + random(250);
+                Frame:= 1
+                end;
+        vgtShell: FrameTicks:= 500;
+    vgtSmallDamageTag:
+                begin
+                gear^.FrameTicks:= 1100
+                end;
+    vgtBubble:
+                begin
+                dx:= 0.0000038654705 * random(10000);
+                dy:= 0;
+                if random(2) = 0 then
+                    dx := -dx;
+                FrameTicks:= 250 + random(1751);
+                Frame:= random(5)
+                end;
+    vgtSteam:
+                begin
+                dx:= 0.0000038654705 * random(10000);
+                dy:= 0.001 * (random(85) + 95);
+                if random(2) = 0 then
+                    dx := -dx;
+                Frame:= 7 - random(3);
+                FrameTicks:= cExplFrameTicks * 2;
+                end;
+    vgtAmmo:
+                begin
+                alpha:= 1.0;
+                scale:= 1.0
+                end;
+  vgtSmokeWhite,
+  vgtSmoke:
+                begin
+                Scale:= 1.0;
+                dx:= 0.0002 * (random(45) + 10);
+                dy:= 0.0002 * (random(45) + 10);
+                if random(2) = 0 then
+                    dx := -dx;
+                Frame:= 7 - random(2);
+                FrameTicks:= cExplFrameTicks * 2;
+                end;
+  vgtDust:
+                begin
+                dx:= 0.005 * (random(15) + 10);
+                dy:= 0.001 * (random(40) + 20);
+                if random(2) = 0 then dx := -dx;
+                if random(2) = 0 then Tag:= 1
+                else Tag:= -1;
+                Frame:= 7 - random(2);
+                FrameTicks:= random(20) + 15;
+                end;
+  vgtSplash:
+                begin
+                dx:= 0;
+                dy:= 0;
+                FrameTicks:= 740;
+                Frame:= 19;
+                Scale:= 0.75;
+                Timer:= 1;
+                end;
+    vgtDroplet:
+                begin
+                dx:= 0.001 * (random(180) - 90);
+                dy:= -0.001 * (random(160) + 40);
+                FrameTicks:= 250 + random(1751);
+                Frame:= random(3)
+                end;
+   vgtBeeTrace:
+                begin
+                FrameTicks:= 1000;
+                Frame:= random(16);
+                end;
+    vgtSmokeRing:
+                begin
+                dx:= 0;
+                dy:= 0;
+                FrameTicks:= 600;
+                Timer:= 0;
+                Frame:= 0;
+                scale:= 0.6;
+                alpha:= 1;
+                angle:= random(360);
+                end;
+     vgtFeather:
+                begin
+                t:= random(1024);
+                sp:= 0.001 * (random(85) + 95);
+                dx:= hwFloat2Float(AngleSin(t)) * sp;
+                dy:= hwFloat2Float(AngleCos(t)) * sp;
+                if random(2) = 0 then
+                    dx := -dx;
+                if random(2) = 0 then
+                    dy := -dy;
+                FrameTicks:= 650 + random(250);
+                Frame:= 1
+                end;
+  vgtHealthTag:
+                begin
+                Frame:= 0;
+                Timer:= 1500;
+                dY:= -0.08;
+                dX:= 0;
+                //gear^.Z:= 2002;
+                end;
+  vgtSmokeTrace,
+  vgtEvilTrace:
+                begin
+                gear^.X:= gear^.X - 16;
+                gear^.Y:= gear^.Y - 16;
+                gear^.State:= 8;
+                //gear^.Z:= cSmokeZ
+                end;
+vgtBigExplosion:
+                begin
+                gear^.Angle:= random(360);
+                end;
+      vgtChunk:
+                begin
+                gear^.Frame:= random(4);
+                t:= random(1024);
+                sp:= 0.001 * (random(85) + 47);
+                dx:= hwFloat2Float(AngleSin(t)) * sp;
+                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
+                if random(2) = 0 then
+                    dx := -dx;
+                end;
+      vgtNote: 
+                begin
+                dx:= 0.005 * (random(15) + 10);
+                dy:= -0.001 * (random(40) + 20);
+                if random(2) = 0 then
+                    dx := -dx;
+                Frame:= random(4);
+                FrameTicks:= random(2000) + 1500;
+                end;
+  vgtBulletHit:
+                begin
+                dx:= 0;
+                dy:= 0;
+                FrameTicks:= 350;
+                Frame:= 7;
+                Angle:= 0;
+                end;
+vgtSmoothWindBar: 
+                begin
+                Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
+                Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
+                end;
+ vgtStraightShot:
+                begin
+                Angle:= 0;
+                Scale:= 1.0;
+                dx:= 0.001 * random(45);
+                dy:= 0.001 * (random(20) + 25);
+                State:= ord(sprHealth);
+                if random(2) = 0 then
+                    dx := -dx;
+                Frame:= 0;
+                FrameTicks:= random(750) + 1250;
+                State:= ord(sprSnowDust);
+                end;
+        end;
+
+if State <> 0 then
+    gear^.State:= State;
+
+case Gear^.Kind of
+    vgtFlake: if cFlattenFlakes then
+        gear^.Layer:= 0
+              else if random(3) = 0 then 
+                  begin
+                  gear^.Scale:= 0.5;
+                  gear^.Layer:= 0   // 33% - far back
+                  end
+              else if random(3) = 0 then
+                  begin
+                  gear^.Scale:= 0.8;
+                  gear^.Layer:= 4   // 22% - mid-distance
+                  end
+              else if random(3) <> 0 then
+                  gear^.Layer:= 5  // 30% - just behind land
+              else if random(2) = 0 then
+                  gear^.Layer:= 6   // 7% - just in front of land
+              else
+                  begin
+                  gear^.Scale:= 1.5;
+                  gear^.Layer:= 2;  // 7% - close up
+                  end;
+
+    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
+              else if random(3) = 0 then
+                  begin
+                  gear^.Scale:= 0.25;
+                  gear^.Layer:= 0
+                  end
+              else if random(2) = 0 then
+                  gear^.Layer:= 5
+              else
+                  begin
+                  gear^.Scale:= 0.4;
+                  gear^.Layer:= 4
+                  end;
+
+    // 0: this layer is very distant in the background when in stereo
+    vgtTeamHealthSorter,
+    vgtSmoothWindBar: gear^.Layer:= 0;
+
+
+    // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
+    vgtSmokeTrace,
+    vgtEvilTrace,
+    vgtLineTrail,
+    vgtSmoke,
+    vgtSmokeWhite,
+    vgtDust,
+    vgtFire,
+    vgtSplash,
+    vgtDroplet,
+    vgtBubble: gear^.Layer:= 1;
+
+    // 3: this layer is on the screen plane (depth = 0) when stereo
+    vgtSpeechBubble,
+    vgtSmallDamageTag,
+    vgtHealthTag,
+    vgtStraightShot,
+    vgtChunk: gear^.Layer:= 3;
+
+    // 2: this layer is outside the screen when stereo
+    vgtExplosion,
+    vgtBigExplosion,
+    vgtExplPart,
+    vgtExplPart2,
+    vgtSteam,
+    vgtAmmo,
+    vgtShell,
+    vgtFeather,
+    vgtEgg,
+    vgtBeeTrace,
+    vgtSmokeRing,
+    vgtNote,
+    vgtBulletHit,
+    vgtCircle: gear^.Layer:= 2
+end;
+
+if VisualGearLayers[gear^.Layer] <> nil then
+    begin
+    VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
+    gear^.NextGear:= VisualGearLayers[gear^.Layer]
+    end;
+VisualGearLayers[gear^.Layer]:= gear;
+
+AddVisualGear:= gear;
+end;
+
+procedure DeleteVisualGear(Gear: PVisualGear);
+begin
+    FreeTexture(Gear^.Tex);
+    Gear^.Tex:= nil;
+
+    if Gear^.NextGear <> nil then
+        Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
+    if Gear^.PrevGear <> nil then
+        Gear^.PrevGear^.NextGear:= Gear^.NextGear
+    else
+        VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
+
+    if lastVisualGearByUID = Gear then
+        lastVisualGearByUID:= nil;
+
+    Dispose(Gear);
+end;
+
+function  VisualGearByUID(uid : Longword) : PVisualGear;
+var vg: PVisualGear;
+    i: LongWord;
+begin
+VisualGearByUID:= nil;
+if uid = 0 then
+    exit;
+if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
+    begin
+    VisualGearByUID:= lastVisualGearByUID;
+    exit
+    end;
+// search in an order that is more likely to return layers they actually use.  Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
+for i:= 2 to 5 do
+    begin
+    vg:= VisualGearLayers[i mod 4];
+    while vg <> nil do
+        begin
+        if vg^.uid = uid then
+            begin
+            lastVisualGearByUID:= vg;
+            VisualGearByUID:= vg;
+            exit
+            end;
+        vg:= vg^.NextGear
+        end
+    end
+end;
+
+
+end.