--- a/hedgewars/GSHandlers.inc Tue Mar 26 22:39:22 2013 +0200
+++ b/hedgewars/GSHandlers.inc Wed Mar 27 11:18:00 2013 +0100
@@ -53,7 +53,7 @@
sX:= dX / steps;
sY:= dY / steps;
end
-
+
else
begin
sX:= dX;
@@ -75,7 +75,7 @@
end;
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
-var
+var
gi: PGear;
d: LongInt;
begin
@@ -89,7 +89,7 @@
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
@@ -97,15 +97,15 @@
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)
+ PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
else
PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
end;
end;
end;
-
+
gi := gi^.NextGear
end;
end;
@@ -116,10 +116,10 @@
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
@@ -165,7 +165,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
-var
+var
isFalling: boolean;
//tmp: QWord;
tdX, tdY: hwFloat;
@@ -220,16 +220,16 @@
else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
collV := 1;
end
- else
+ 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
+ if land and lfIce <> 0 then
Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
- else
+ else
Gear^.dX := Gear^.dX * Gear^.Friction;
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
@@ -252,7 +252,7 @@
Gear^.State := Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
- collH := -hwSign(Gear^.dX);
+ 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
@@ -285,18 +285,18 @@
else
Gear^.State := Gear^.State or gstMoving;
- if (Gear^.nImpactSounds > 0) and
+ 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^.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
+var
i, x, y: LongInt;
dX, dY, gdX: hwFloat;
vg: PVisualGear;
@@ -307,7 +307,7 @@
dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
- case Gear^.Kind of
+ 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);
@@ -331,10 +331,10 @@
if Gear^.Timer = 0 then
begin
- case Gear^.Kind of
+ 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:
+ gtClusterBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
@@ -347,7 +347,7 @@
FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
end
end;
- gtWatermelon:
+ gtWatermelon:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
@@ -361,7 +361,7 @@
FollowGear^.DirAngle := i * 60
end
end;
- gtHellishBomb:
+ gtHellishBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
@@ -377,7 +377,7 @@
AddGear(x, y, gtFlame, 0, dX, -dY, 0)
end
else
- begin
+ begin
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
end;
@@ -417,7 +417,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
-var
+var
s: Longword;
i, gX, gY: LongInt;
dX, dY: hwFloat;
@@ -437,7 +437,7 @@
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;
@@ -697,10 +697,10 @@
end;
p:= @(p^[s^.pitch shr 2])
end;
-
- // Why is this here. For one thing, there's no test on +1 being safe.
+
+ // 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
@@ -765,7 +765,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
-var
+var
t: hwFloat;
gX,gY,i: LongInt;
uw, nuw: boolean;
@@ -880,7 +880,7 @@
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
@@ -902,7 +902,7 @@
end;
procedure doStepShotgunShot(Gear: PGear);
-var
+var
i: LongWord;
shell: PVisualGear;
begin
@@ -978,7 +978,7 @@
// Bullet trail
VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
-
+
if VGear <> nil then
begin
VGear^.X:= hwFloat2Float(ox);
@@ -1001,7 +1001,7 @@
end;
procedure doStepBulletWork(Gear: PGear);
-var
+var
i, x, y: LongWord;
oX, oY: hwFloat;
VGear: PVisualGear;
@@ -1016,7 +1016,7 @@
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
@@ -1038,7 +1038,7 @@
else
AmmoShove(Gear, Gear^.Timer, 20);
CheckGearDrowning(Gear);
- dec(i)
+ dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
if Gear^.Damage > 0 then
@@ -1066,7 +1066,7 @@
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
@@ -1076,7 +1076,7 @@
VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
end;
end;
-
+
spawnBulletTrail(Gear);
Gear^.doStep := @doStepShotIdle
end;
@@ -1092,7 +1092,7 @@
end;
procedure doStepSniperRifleShot(Gear: PGear);
-var
+var
HHGear: PGear;
shell: PVisualGear;
begin
@@ -1123,7 +1123,7 @@
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^.X := Gear^.X + Gear^.dX * 3;
Gear^.Y := Gear^.Y + Gear^.dY * 3;
Gear^.doStep := @doStepBulletWork;
end
@@ -1152,7 +1152,7 @@
begin
dec(Gear^.Timer);
case Gear^.Kind of
- gtATStartGame:
+ gtATStartGame:
begin
AllInactive := false;
if Gear^.Timer = 0 then
@@ -1160,7 +1160,7 @@
AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
end
end;
- gtATFinishGame:
+ gtATFinishGame:
begin
AllInactive := false;
if Gear^.Timer = 1000 then
@@ -1183,7 +1183,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
-var
+var
i, ei, x, y: LongInt;
HHGear: PGear;
begin
@@ -1274,7 +1274,7 @@
end;
procedure doStepPickHammer(Gear: PGear);
-var
+var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
@@ -1301,11 +1301,11 @@
end;
////////////////////////////////////////////////////////////////////////////////
-var
+var
BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
-var
+var
HHGear: PGear;
b: boolean;
prevX: LongInt;
@@ -1314,7 +1314,7 @@
dec(Gear^.Timer);
if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
dec(TurnTimeLeft);
-
+
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
@@ -1395,7 +1395,7 @@
end;
procedure doStepBlowTorch(Gear: PGear);
-var
+var
HHGear: PGear;
begin
BTPrevAngle := High(LongInt);
@@ -1443,7 +1443,7 @@
inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
-
+
if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
begin
vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
@@ -1505,9 +1505,9 @@
procedure doStepSMine(Gear: PGear);
begin
// TODO: do real calculation?
- if TestCollisionXwithGear(Gear, 2)
- or (TestCollisionYwithGear(Gear, -2) <> 0)
- or TestCollisionXwithGear(Gear, -2)
+ 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
@@ -1582,14 +1582,14 @@
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
-var
+var
i: LongInt;
particle: PVisualGear;
begin
if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
SetLittle(Gear^.dY);
Gear^.State := Gear^.State or gstAnimation;
-
+
if ((Gear^.dX.QWordValue <> 0)
or (Gear^.dY.QWordValue <> 0)) then
begin
@@ -1608,10 +1608,10 @@
end
else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then
inc(Gear^.Damage, hwRound(Gear^.dX * _70))
-
+
else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then
inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
-
+
else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
@@ -1660,7 +1660,7 @@
end;
procedure doStepCase(Gear: PGear);
-var
+var
i, x, y: LongInt;
k: TGearType;
exBoom: boolean;
@@ -1701,7 +1701,7 @@
exBoom := true;
end
else
- begin
+ begin
if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
begin
gi := GearsList;
@@ -1738,12 +1738,12 @@
sparkles^.dX:= 0;
sparkles^.dY:= 0;
sparkles^.Angle:= 270;
- if Gear^.Tag = 1 then
+ if Gear^.Tag = 1 then
sparkles^.Tint:= $3744D7FF
else sparkles^.Tint:= $FAB22CFF
end;
end;
- if Gear^.Timer < 1000 then
+ if Gear^.Timer < 1000 then
begin
AllInactive:= false;
exit
@@ -1802,7 +1802,7 @@
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
@@ -1856,7 +1856,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepShover(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -1872,7 +1872,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
-var
+var
HHGear: PGear;
i: LongInt;
begin
@@ -1894,7 +1894,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
-var
+var
gX,gY,i: LongInt;
sticky: Boolean;
vgt: PVisualGear;
@@ -1921,10 +1921,10 @@
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;
@@ -1985,13 +1985,13 @@
Gear^.Radius := 1;
end
else if ((GameTicks and $3) = 3) then
- doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+ 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
@@ -2034,7 +2034,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
-var
+var
HHGear: PGear;
begin
AllInactive := false;
@@ -2071,7 +2071,7 @@
end;
procedure doStepFirePunch(Gear: PGear);
-var
+var
HHGear: PGear;
begin
AllInactive := false;
@@ -2094,7 +2094,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -2123,13 +2123,13 @@
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;
@@ -2142,7 +2142,7 @@
end;
procedure doStepParachute(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -2169,7 +2169,7 @@
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
+ 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);
@@ -2212,7 +2212,7 @@
// 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
+ 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 /
@@ -2246,7 +2246,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
-var
+var
HHGear: PGear;
x, y, tx, ty: hwFloat;
begin
@@ -2268,7 +2268,7 @@
isCursorVisible := true;
DeleteGear(Gear)
end
- else
+ else
begin
PlaySound(sndPlaced);
DeleteGear(Gear);
@@ -2281,7 +2281,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -2315,7 +2315,7 @@
end;
procedure doStepTeleport(Gear: PGear);
-var
+var
HHGear: PGear;
begin
AllInactive := false;
@@ -2356,7 +2356,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
-var
+var
HHGear: PGear;
hedgehog: PHedgehog;
State: Longword;
@@ -2391,12 +2391,12 @@
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
+ 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;
+ AmmoMenuInvalidated:= true;
HHGear := CurrentHedgehog^.Gear;
HHGear^.State := State;
@@ -2410,7 +2410,7 @@
end;
procedure doStepSwitcher(Gear: PGear);
-var
+var
HHGear: PGear;
begin
Gear^.doStep := @doStepSwitcherWork;
@@ -2426,7 +2426,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
-var
+var
dX, dY, gdX, gdY: hwFloat;
i: LongInt;
dxn, dyn: boolean;
@@ -2461,7 +2461,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
-var
+var
i: LongWord;
HHGear: PGear;
sparkles: PVisualGear;
@@ -2496,7 +2496,7 @@
i := 2;
repeat
-
+
Gear^.X := Gear^.X + HHGear^.dX;
Gear^.Y := Gear^.Y + HHGear^.dY;
HHGear^.X := Gear^.X;
@@ -2579,7 +2579,7 @@
end;
procedure doStepKamikaze(Gear: PGear);
-var
+var
HHGear: PGear;
begin
AllInactive := false;
@@ -2600,7 +2600,7 @@
////////////////////////////////////////////////////////////////////////////////
const cakeh = 27;
-var
+var
CakePoints: array[0..Pred(cakeh)] of record
x, y: hwFloat;
end;
@@ -2620,7 +2620,7 @@
end;
procedure doStepCakeDown(Gear: PGear);
-var
+var
gi: PGear;
dmg, dmgBase: LongInt;
fX, fY, tdX, tdY: hwFloat;
@@ -2706,7 +2706,7 @@
end;
procedure doStepCakeUp(Gear: PGear);
-var
+var
i: Longword;
begin
AllInactive := false;
@@ -2746,7 +2746,7 @@
end;
procedure doStepCake(Gear: PGear);
-var
+var
HHGear: PGear;
begin
AllInactive := false;
@@ -2850,7 +2850,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
-var
+var
i: LongWord;
begin
if (Gear^.Tag = 0)
@@ -2884,9 +2884,9 @@
forward;
procedure doStepDrillDrilling(Gear: PGear);
-var
+var
t: PGearArray;
- tempColl: Word;
+ tempColl: Word;
begin
AllInactive := false;
@@ -2911,7 +2911,7 @@
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
@@ -2926,7 +2926,7 @@
DeleteGear(Gear);
exit
end
-
+
else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
begin
StopSoundChan(Gear^.SoundChannel);
@@ -2938,7 +2938,7 @@
end;
procedure doStepDrill(Gear: PGear);
-var
+var
t: PGearArray;
oldDx, oldDy: hwFloat;
t2: hwFloat;
@@ -2962,7 +2962,7 @@
Gear^.dX := oldDx;
Gear^.dY := oldDy;
- if GameTicks > Gear^.FlightTime then
+ if GameTicks > Gear^.FlightTime then
t := CheckGearsCollision(Gear)
else
t := nil;
@@ -2973,7 +2973,7 @@
Gear^.dX := Gear^.dX * t2;
Gear^.dY := Gear^.dY * t2;
end
-
+
else if (t <> nil) then
begin
//explode right on contact with HH
@@ -2987,14 +2987,14 @@
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
+ if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
@@ -3006,7 +3006,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
-var
+var
HHGear, ball: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
@@ -3036,7 +3036,7 @@
end;
procedure doStepBallgun(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -3049,7 +3049,7 @@
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
-var
+var
HHGear: PGear;
i: LongInt;
dX, dY: hwFloat;
@@ -3158,7 +3158,7 @@
begin
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
-
+
TurnTimeLeft:= 14 * 125;
end;
@@ -3168,7 +3168,7 @@
end;
procedure doStepRCPlane(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -3176,7 +3176,7 @@
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
@@ -3184,7 +3184,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpackWork(Gear: PGear);
-var
+var
HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
@@ -3263,9 +3263,9 @@
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;
@@ -3274,9 +3274,9 @@
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
end;
- if HHGear^.Message and (gmAttack or gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
+ if HHGear^.Message and (gmAttack or gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
Gear^.State := Gear^.State and (not gsttmpFlag);
-
+
HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
HHGear^.State := HHGear^.State or gstMoving;
@@ -3286,7 +3286,7 @@
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);
@@ -3318,7 +3318,7 @@
end;
procedure doStepJetpack(Gear: PGear);
-var
+var
HHGear: PGear;
begin
Gear^.Pos:= 0;
@@ -3331,7 +3331,7 @@
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;
@@ -3354,13 +3354,13 @@
end;
procedure doStepBirdyFly(Gear: PGear);
-var
+var
HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
begin
HHGear := Gear^.Hedgehog^.Gear;
- if HHGear = nil then
+ if HHGear = nil then
begin
DeleteGear(Gear);
exit
@@ -3384,11 +3384,11 @@
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
@@ -3399,7 +3399,7 @@
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);
@@ -3417,7 +3417,7 @@
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;
@@ -3460,7 +3460,7 @@
end;
procedure doStepBirdyDescend(Gear: PGear);
-var
+var
HHGear: PGear;
begin
if Gear^.Timer > 0 then
@@ -3501,12 +3501,12 @@
end;
procedure doStepBirdy(Gear: PGear);
-var
+var
HHGear: PGear;
begin
gear^.State := gear^.State or gstAnimation and (not gstTmpFlag);
Gear^.doStep := @doStepBirdyAppear;
-
+
if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
@@ -3531,7 +3531,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepEggWork(Gear: PGear);
-var
+var
vg: PVisualGear;
i: LongInt;
begin
@@ -3572,18 +3572,18 @@
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
+var
iterator, conPortal: PGear;
s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
resetx, resety, resetdx, resetdy: hwFloat;
@@ -3884,7 +3884,7 @@
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);
@@ -3905,7 +3905,7 @@
and (CurAmmoGear^.Kind =gtRope) then
CurAmmoGear^.PortalCounter:= 1;
- if not isbullet and (iterator^.State and gstInvisible = 0)
+ if not isbullet and (iterator^.State and gstInvisible = 0)
and (iterator^.Kind <> gtFlake) then
FollowGear := iterator;
@@ -3951,7 +3951,7 @@
end;
procedure doStepMovingPortal_real(Gear: PGear);
-var
+var
x, y, tx, ty: LongInt;
s: hwFloat;
begin
@@ -3965,7 +3965,7 @@
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
@@ -3993,7 +3993,7 @@
else
loadNewPortalBall(Gear, true);
end
-
+
else if (y > cWaterLine)
or (y < -max(LAND_WIDTH,4096))
or (x > 2*max(LAND_WIDTH,4096))
@@ -4005,13 +4005,13 @@
begin
doPortalColorSwitch();
doStepPerPixel(Gear, @doStepMovingPortal_real, true);
- if (Gear^.Timer < 1)
+ if (Gear^.Timer < 1)
or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
deleteGear(Gear);
end;
procedure doStepPortalShot(newPortal: PGear);
-var
+var
iterator: PGear;
s: hwFloat;
CurWeapon: PAmmo;
@@ -4091,15 +4091,15 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepPiano(Gear: PGear);
-var
+var
r0, r1: LongInt;
odY: hwFloat;
begin
AllInactive := false;
- if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
begin
- case CurrentHedgehog^.Gear^.MsgParam of
+ case CurrentHedgehog^.Gear^.MsgParam of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
@@ -4179,7 +4179,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepSineGunShotWork(Gear: PGear);
-var
+var
x, y, rX, rY, t, tmp, initHealth: LongInt;
oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
justCollided: boolean;
@@ -4274,7 +4274,7 @@
end;
if random(100) = 0 then
- AddVisualGear(x, y, vgtSmokeTrace);
+ AddVisualGear(x, y, vgtSmokeTrace);
end
else dec(Gear^.Health, 5); // if underwater get additional damage
end;
@@ -4312,7 +4312,7 @@
var
HHGear: PGear;
begin
- PlaySound(sndSineGun);
+ PlaySound(sndSineGun);
// push the shooting Hedgehog back
HHGear := CurrentHedgehog^.Gear;
@@ -4332,7 +4332,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlamethrowerWork(Gear: PGear);
-var
+var
HHGear, flame: PGear;
rx, ry, speed: hwFloat;
i, gX, gY: LongInt;
@@ -4342,7 +4342,7 @@
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
@@ -4356,11 +4356,11 @@
begin
if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
dec(Gear^.Tag)
- else if Gear^.Tag < 20 then
+ else if Gear^.Tag < 20 then
inc(Gear^.Tag);
end
end;
-
+
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
@@ -4370,12 +4370,12 @@
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,
@@ -4406,7 +4406,7 @@
end;
procedure doStepFlamethrower(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -4417,7 +4417,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepLandGunWork(Gear: PGear);
-var
+var
HHGear, land: PGear;
rx, ry, speed: hwFloat;
i, gX, gY: LongInt;
@@ -4427,7 +4427,7 @@
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
@@ -4445,7 +4445,7 @@
inc(Gear^.Tag);
end
end;
-
+
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
@@ -4455,11 +4455,11 @@
ry := rndSign(getRandomf * _0_1);
speed := (_3 / Gear^.Tag);
- land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ 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;
@@ -4483,7 +4483,7 @@
end;
procedure doStepLandGun(Gear: PGear);
-var
+var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
@@ -4552,7 +4552,7 @@
end;
procedure doStepHammerHitWork(Gear: PGear);
-var
+var
i, j, ei: LongInt;
HitGear: PGear;
begin
@@ -4608,7 +4608,7 @@
end;
procedure doStepHammerHit(Gear: PGear);
-var
+var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
@@ -4658,7 +4658,7 @@
begin
if (GameTicks and $F) <> 0 then
exit;
- end
+ end
else if (GameTicks and $1FF) <> 0 then
exit;
@@ -4695,8 +4695,8 @@
inc(graves[i]^.Health);
end;
end; -}
- end
- else
+ end
+ else
begin
// now really resurrect the hogs with the hp saved in the graves
for i:= 0 to graves.size - 1 do
@@ -4755,9 +4755,9 @@
RecountTeamHealth(hh^.Team);
inc(graves.ar^[Gear^.Tag]^.Health);
inc(Gear^.Tag)
- end
- end
- else
+ end
+ end
+ else
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.Timer := 250;
@@ -4777,7 +4777,7 @@
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
+ gY := hwRound(Gear^.Y);
for i:= 0 to 10 do
begin
dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
@@ -4805,7 +4805,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepStructure(Gear: PGear);
-var
+var
x, y: LongInt;
HH: PHedgehog;
t: PGear;
@@ -4822,7 +4822,7 @@
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0;
-
+
if Gear^.Pos = 1 then
begin
AddGearCI(Gear);
@@ -4833,7 +4833,7 @@
HideHog(HH);
Gear^.Pos:= 2
end;
-
+
if Gear^.Pos = 2 then
begin
if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
@@ -4849,7 +4849,7 @@
if Gear^.Tag <= TotalRounds then
Gear^.Pos:= 3;
end;
-
+
if Gear^.Pos = 3 then
if Gear^.Timer < 1000 then
begin
@@ -4867,7 +4867,7 @@
RestoreHog(HH);
Gear^.Pos:= 4;
end;
-
+
if Gear^.Pos = 4 then
if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
begin
@@ -4879,12 +4879,12 @@
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);
@@ -4897,7 +4897,7 @@
////////////////////////////////////////////////////////////////////////////////
(*
- TARDIS needs
+ TARDIS needs
Warp in. Pos = 1
Pause. Pos = 2
Hide gear (TARDIS hedgehog was nil)
@@ -4923,7 +4923,7 @@
begin
AfterAttack;
if Gear = CurAmmoGear then CurAmmoGear := nil;
- if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
+ if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
HideHog(HH)
end
@@ -4943,7 +4943,7 @@
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
+ 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
@@ -4984,7 +4984,7 @@
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;
@@ -5060,7 +5060,7 @@
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".
+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.
@@ -5070,7 +5070,7 @@
procedure updateFuel(Gear: PGear);
-var
+var
t:LongInt;
begin
t:= Gear^.Health div 10;
@@ -5103,16 +5103,15 @@
iter := GearsList;
while iter <> nil do
begin
- if (iter^.Kind = gtHedgehog) and
- (iter^.Hedgehog^.Effects[heFrozen] and $FF = 0) then
+ if (iter^.Kind = gtHedgehog) and
+ (iter^.Hedgehog^.Effects[heFrozen] and $FF = 0) then
iter^.Hedgehog^.Effects[heFrozen]:= 0;
iter:= iter^.NextGear
- end
+ end
*)
end;
end;
-
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision:Longint = 0;
const iceCollideWithGround:Longint = 1;
@@ -5131,7 +5130,7 @@
hogs: PGearArrayS;
begin
HHGear := Gear^.Hedgehog^.Gear;
- if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then
+ if (Gear^.Message and gmAttack <> 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
@@ -5144,20 +5143,20 @@
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
+ 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);
- IceState := iceWaitCollision;
+ Health := iceWaitCollision;
end
else
begin
X:= X + dX;
Y:= Y + dY;
gX:= hwRound(X);
- gY:= hwRound(Y);
- if Target.X = NoPointX then
+ gY:= hwRound(Y);
+ if Target.X = NoPointX then
begin
t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
end;
@@ -5166,19 +5165,19 @@
begin
CheckCollisionWithLand(Gear);
if (State and gstCollision) <> 0 then
- begin
- if IceState = iceWaitCollision then
+ begin
+ if Health = iceWaitCollision then
begin
- IceState := iceCollideWithGround;
- IceTime := GameTicks;
- end
+ Health := iceCollideWithGround;
+ Power := GameTicks;
+ end
end
else if (target.y >= cWaterLine) then
begin
- if IceState = iceWaitCollision then
+ if Health = iceWaitCollision then
begin
- IceState := iceCollideWithWater;
- IceTime := GameTicks;
+ Health := iceCollideWithWater;
+ Power := GameTicks;
end;
end;
@@ -5188,25 +5187,25 @@
Y:= HHGear^.Y
end;
- if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then
- begin
+ if (Health = 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);
-
+
// FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
SetAllHHToActive;
- IceState := iceWaitCollision;
+ Health := iceWaitCollision;
end;
- if (IceState = iceCollideWithWater) and ((GameTicks - IceTime) > groundFreezingTime) then
- begin
+ if (Health = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
+ begin
DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
- SetAllHHToActive;
- IceState := iceWaitCollision;
+ SetAllHHToActive;
+ Health := iceWaitCollision;
end;
// freeze nearby hogs
@@ -5214,7 +5213,7 @@
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
+ if GameTicks mod 5 = 0 then
begin
hogs.ar^[i]^.Active:= true;
if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
@@ -5316,7 +5315,7 @@
DeleteGear(Gear)
end;
// ssssss he essssscaped
- if (Gear^.Timer > 250) and ((HHGear = nil) or
+ 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
@@ -5327,7 +5326,7 @@
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
+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
@@ -5444,7 +5443,7 @@
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,
+var t,
gx, gy, ga, // gear x,y,angle
lx, ly, la, // land x,y,angle
ox, oy, // x,y offset
@@ -5468,7 +5467,7 @@
begin
if CheckLandValue(gx, gy, lfLandMask) then
begin
- t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
+ t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
if t < 0 then inc(t, 4096)
else if 4095 < t then dec(t, 4096);
@@ -5505,7 +5504,7 @@
4: begin
ox:= 29; oy:= 8;
w:= 19; h:= 19;
- tx:= 0; ty:= 17
+ tx:= 0; ty:= 17
end;
5: begin
ox:= 29; oy:= 32;
@@ -5515,7 +5514,7 @@
6: begin
ox:= 51; oy:= 3;
w:= 11; h:= 23;
- tx:= 0; ty:= 22
+ tx:= 0; ty:= 22
end;
7: begin
ox:= 51; oy:= 34;
@@ -5523,7 +5522,7 @@
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
@@ -5545,7 +5544,7 @@
AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
end;
case Angle div 1024 of
- 0: begin
+ 0: begin
flipSurface(surf, true);
flipSurface(surf, true);
BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)