--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsHedgehog.pas Fri Dec 30 13:54:39 2011 +0400
@@ -0,0 +1,1150 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2011 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 uGearsHedgehog;
+interface
+uses uTypes;
+
+procedure doStepHedgehog(Gear: PGear);
+procedure AfterAttack;
+procedure HedgehogStep(Gear: PGear);
+procedure doStepHedgehogMoving(Gear: PGear);
+procedure HedgehogChAngle(HHGear: PGear);
+
+implementation
+uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions, uMisc,
+ uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
+ uGearsList, uGears, uCollisions, uRandom, uStore, uTeams,
+ uGearsUtils;
+
+// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
+function ChangeAmmo(HHGear: PGear): boolean;
+var slot, i: Longword;
+ ammoidx: LongInt;
+begin
+ChangeAmmo:= false;
+slot:= HHGear^.MsgParam;
+
+with HHGear^.Hedgehog^ do
+ begin
+ HHGear^.Message:= HHGear^.Message and (not gmSlot);
+ ammoidx:= 0;
+ if ((HHGear^.State and (gstAttacking or gstAttacked)) <> 0) or
+ ((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0)) or
+ ((HHGear^.State and gstHHDriven) = 0) then exit;
+ ChangeAmmo:= true;
+
+ while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx);
+
+ if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (MultiShootAttacks > 0) then OnUsedAmmo(HHGear^.Hedgehog^);
+
+ MultiShootAttacks:= 0;
+ HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
+
+ if Ammoz[CurAmmoType].Slot = slot then
+ begin
+ i:= 0;
+ repeat
+ inc(ammoidx);
+ if (ammoidx > cMaxSlotAmmoIndex) then
+ begin
+ inc(i);
+ CurAmmoType:= amNothing;
+ ammoidx:= -1;
+ //TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
+ end;
+ until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))
+ end
+ else
+ begin
+ i:= 0;
+ // check whether there is ammo in slot
+ while (i <= cMaxSlotAmmoIndex)
+ and ((Ammo^[slot, i].Count = 0)
+ or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i);
+
+ if i <= cMaxSlotAmmoIndex then ammoidx:= i
+ else ammoidx:= -1
+ end;
+ if ammoidx >= 0 then CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
+ end
+end;
+
+procedure HHSetWeapon(HHGear: PGear);
+var t: LongInt;
+ weap: TAmmoType;
+ Hedgehog: PHedgehog;
+ s: boolean;
+begin
+s:= false;
+
+weap:= TAmmoType(HHGear^.MsgParam);
+Hedgehog:= HHGear^.Hedgehog;
+
+if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet
+
+HHGear^.MsgParam:= Ammoz[weap].Slot;
+
+t:= cMaxSlotAmmoIndex;
+
+HHGear^.Message:= HHGear^.Message and (not gmWeapon);
+
+with Hedgehog^ do
+ while (CurAmmoType <> weap) and (t >= 0) do
+ begin
+ s:= ChangeAmmo(HHGear);
+ dec(t)
+ end;
+
+if s then ApplyAmmoChanges(HHGear^.Hedgehog^)
+end;
+
+procedure HHSetTimer(Gear: PGear);
+var CurWeapon: PAmmo;
+ color: LongWord;
+begin
+Gear^.Message:= Gear^.Message and (not gmTimer);
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+with Gear^.Hedgehog^ do
+ if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
+ begin
+ color:= Gear^.Hedgehog^.Team^.Clan^.Color;
+ case Gear^.MsgParam of
+ 1: begin
+ AddCaption(format(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
+ CurWeapon^.Bounciness:= 350;
+ end;
+ 2: begin
+ AddCaption(format(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
+ CurWeapon^.Bounciness:= 700;
+ end;
+ 3: begin
+ AddCaption(format(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
+ CurWeapon^.Bounciness:= 1000;
+ end;
+ 4: begin
+ AddCaption(format(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
+ CurWeapon^.Bounciness:= 2000;
+ end;
+ 5: begin
+ AddCaption(format(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
+ CurWeapon^.Bounciness:= 4000;
+ end
+ end
+ end
+ else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
+ begin
+ CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
+ with CurrentTeam^ do
+ ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
+ end;
+end;
+
+
+procedure Attack(Gear: PGear);
+var xx, yy, newDx, newDy, lx, ly: hwFloat;
+ speech: PVisualGear;
+ newGear: PGear;
+ CurWeapon: PAmmo;
+ altUse: boolean;
+ elastic: hwFloat;
+begin
+newGear:= nil;
+bShowFinger:= false;
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+with Gear^,
+ Gear^.Hedgehog^ do
+ begin
+ if ((State and gstHHDriven) <> 0)and
+ ((State and (gstAttacked or gstHHChooseTarget)) = 0) and
+ (((State and gstMoving) = 0) or
+ (Power > 0) or
+ (CurAmmoType = amTeleport) or
+ // Allow attacks while moving on ammo with AltAttack
+ ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)) or
+ ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0)) and
+ ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
+ begin
+ State:= State or gstAttacking;
+ if Power = cMaxPower then Message:= Message and (not gmAttack)
+ else if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0 then Message:= Message and (not gmAttack)
+ else begin
+ if Power = 0 then
+ begin
+ AttackBar:= CurrentTeam^.AttackBar;
+ PlaySound(sndThrowPowerUp)
+ end;
+ inc(Power)
+ end;
+ if ((Message and gmAttack) <> 0) then exit;
+
+ if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
+ begin
+ StopSound(sndThrowPowerUp);
+ PlaySound(sndThrowRelease);
+ end;
+
+ xx:= SignAs(AngleSin(Angle), dX);
+ yy:= -AngleCos(Angle);
+
+ lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
+ ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
+
+ if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then xx:= - xx;
+ if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
+ AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
+
+// Initiating alt attack
+ if (CurAmmoGear <> nil) and
+ ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
+ ((Gear^.Message and gmLJump) <> 0) and
+ ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
+ begin
+ newDx:= dX / _2;
+ newDy:= dY / _2;
+ altUse:= true;
+ end
+ else
+ begin
+ newDx:= xx*Power/cPowerDivisor;
+ newDy:= yy*Power/cPowerDivisor;
+ altUse:= false
+ end;
+
+ case CurAmmoType of
+ amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade, 0, newDx, newDy, CurWeapon^.Timer);
+ amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, newDx, newDy, 0);
+ amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, newDx, newDy, CurWeapon^.Timer);
+ amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, newDx, newDy, CurWeapon^.Timer);
+ amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell, 0, newDx, newDy, 0);
+ amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball, 0, newDx, newDy, 0);
+ amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, newDx, newDy, 0);
+ amShotgun: begin
+ PlaySound(sndShotgunReload);
+ newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
+ end;
+ amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
+ amSkip: ParseCommand('/skip', true);
+ amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
+ amMine: if altUse then
+ newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, newDx, newDy, 3000)
+ else
+ newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
+ amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
+ amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
+ amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
+ amPortalGun: begin
+ newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6,
+ // set selected color
+ CurWeapon^.Pos);
+ end;
+ amSniperRifle: begin
+ PlaySound(sndSniperReload);
+ newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
+ end;
+ amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
+ amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
+ amWhip: begin
+ newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
+ PlaySound(sndWhipCrack)
+ end;
+ amHammer: begin
+ newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
+ PlaySound(sndWhack)
+ end;
+ amBaseballBat: begin
+ newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
+ PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
+ end;
+ amParachute: begin
+ newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
+ PlaySound(sndParachute)
+ end;
+ // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
+ amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
+ amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
+ amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
+ amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
+ amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
+ amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
+ amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
+ amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
+ amMortar: begin
+ playSound(sndMortar);
+ newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
+ end;
+ amRCPlane: begin
+ newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
+ newGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
+ end;
+ amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
+ amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
+ amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
+ amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, newDx, newDy, CurWeapon^.Timer);
+ amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, newDx, newDy, 0);
+ amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
+ amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
+ amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
+ amBirdy: begin
+ PlaySound(sndWhistle);
+ newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
+ end;
+ amLowGravity: begin
+ PlaySound(sndLowGravity);
+ cGravity:= cMaxWindSpeed;
+ cGravityf:= 0.00025
+ end;
+ amExtraDamage:begin
+ PlaySound(sndHellishImpact4);
+ cDamageModifier:= _1_5
+ end;
+ amInvulnerable: Invulnerable:= true;
+ amExtraTime: begin
+ PlaySound(sndSwitchHog);
+ TurnTimeLeft:= TurnTimeLeft + 30000
+ end;
+ amLaserSight: cLaserSighting:= true;
+ amVampiric: begin
+ PlaySound(sndOw1, Team^.voicepack);
+ cVampiric:= true;
+ end;
+ amPiano: begin
+ // Tuck the hedgehog away until the piano attack is completed
+ Unplaced:= true;
+ X:= _0;
+ Y:= _0;
+ newGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
+ PauseMusic
+ end;
+ amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0);
+ amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun, 0, xx * _0_5, yy * _0_5, 0);
+ amResurrector: begin
+ newGear:= AddGear(hwRound(lx), hwRound(ly),
+ gtResurrector, 0, _0, _0, 0);
+ newGear^.SoundChannel := LoopSound(sndResurrector);
+ end;
+ //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0);
+ amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
+ amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000);
+ end;
+ case CurAmmoType of
+ amGrenade, amMolotov,
+ amClusterBomb, amGasBomb,
+ amBazooka, amSnowball,
+ amBee, amSMine,
+ amMortar, amWatermelon,
+ amHellishBomb, amDrill: FollowGear:= newGear;
+
+ amShotgun, amPickHammer,
+ amRope, amDEagle,
+ amSineGun, amSniperRifle,
+ amFirePunch, amWhip,
+ amHammer, amBaseballBat,
+ amParachute, amBlowTorch,
+ amGirder, amTeleport,
+ amSwitch, amRCPlane,
+ amKamikaze, amCake,
+ amSeduction, amBallgun,
+ amJetpack, amBirdy,
+ amFlamethrower, amLandGun,
+ amResurrector, amStructure,
+ amTardis, amPiano: CurAmmoGear:= newGear;
+ end;
+ if (CurAmmoType = amMine) or (CurAmmoType = amSMine) and (GameFlags and gfInfAttack <> 0) then newGear^.FlightTime:= GameTicks + 1000;
+ if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
+ begin
+ newGear^.Target.X:= TargetPoint.X;
+ newGear^.Target.Y:= TargetPoint.Y
+ end;
+
+ // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
+ if altUse then FollowGear:= nil;
+
+ if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
+ begin
+ elastic:= int2hwfloat(CurWeapon^.Bounciness) / _1000;
+
+ if elastic < _1 then newGear^.Elasticity:= newGear^.Elasticity * elastic
+ else if elastic > _1 then newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
+(* Experimented with friction modifier. Didn't seem helpful
+ fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
+ if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
+ else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
+ end;
+
+
+ uStats.AmmoUsed(CurAmmoType);
+
+ if not (SpeechText = '') then
+ begin
+ speech:= AddVisualGear(0, 0, vgtSpeechBubble);
+ if speech <> nil then
+ begin
+ speech^.Text:= SpeechText;
+ speech^.Hedgehog:= Gear^.Hedgehog;
+ speech^.FrameTicks:= SpeechType;
+ end;
+ SpeechText:= ''
+ end;
+
+ Power:= 0;
+ if (CurAmmoGear <> nil)
+ and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
+ begin
+ Message:= Message or gmAttack;
+ CurAmmoGear^.Message:= Message
+ end else begin
+ if not CurrentTeam^.ExtDriven and
+ ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then SendIPC('a');
+ AfterAttack;
+ end
+ end else Message:= Message and (not gmAttack);
+ end;
+ TargetPoint.X := NoPointX;
+ ScriptCall('onHogAttack');
+end;
+
+procedure AfterAttack;
+var s: shortstring;
+ a: TAmmoType;
+begin
+with CurrentHedgehog^.Gear^,
+ CurrentHedgehog^ do
+ begin
+ a:= CurAmmoType;
+ State:= State and (not gstAttacking);
+ if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
+ begin
+ Inc(MultiShootAttacks);
+
+ if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
+ begin
+ s:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
+ AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
+ end;
+
+ if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) or
+ ((GameFlags and gfMultiWeapon) <> 0) then
+ begin
+ isInMultiShoot:= true
+ end
+ else
+ begin
+ OnUsedAmmo(CurrentHedgehog^);
+ if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
+ begin
+ if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
+ end;
+ if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) then State:= State or gstAttacked;
+ if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then ApplyAmmoChanges(CurrentHedgehog^)
+ end;
+ end
+ else
+ begin
+ OnUsedAmmo(CurrentHedgehog^);
+ ApplyAmmoChanges(CurrentHedgehog^);
+ end;
+ AttackBar:= 0
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogDead(Gear: PGear);
+const frametime = 200;
+ timertime = frametime * 6;
+begin
+if Gear^.Hedgehog^.Unplaced then exit;
+if Gear^.Timer > 1 then
+ begin
+ AllInactive:= false;
+ dec(Gear^.Timer);
+ if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
+ end
+else if Gear^.Timer = 1 then
+ begin
+ Gear^.State:= Gear^.State or gstNoDamage;
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
+ DeleteGear(Gear);
+ SetAllToActive
+ end
+else // Gear^.Timer = 0
+ begin
+ AllInactive:= false;
+ Gear^.Z:= cCurrHHZ;
+ RemoveGearFromList(Gear);
+ InsertGearToList(Gear);
+ PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
+ Gear^.Pos:= 0;
+ Gear^.Timer:= timertime
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogGone(Gear: PGear);
+const frametime = 65;
+ timertime = frametime * 11;
+begin
+if Gear^.Hedgehog^.Unplaced then exit;
+if Gear^.Timer > 1 then
+ begin
+ AllInactive:= false;
+ dec(Gear^.Timer);
+ if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
+ end else
+if Gear^.Timer = 1 then
+ begin
+ DeleteGear(Gear);
+ SetAllToActive
+ end else // Gear^.Timer = 0
+ begin
+ AllInactive:= false;
+ Gear^.Z:= cCurrHHZ;
+ RemoveGearFromList(Gear);
+ InsertGearToList(Gear);
+ PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
+ PlaySound(sndWarp);
+ Gear^.Pos:= 0;
+ Gear^.Timer:= timertime
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure PickUp(HH, Gear: PGear);
+var s: shortstring;
+ a: TAmmoType;
+ i: LongInt;
+ vga: PVisualGear;
+begin
+Gear^.Message:= gmDestroy;
+PlaySound(sndShotgunReload);
+if (Gear^.Pos and posCaseExplode) <> 0 then
+ if (Gear^.Pos and posCasePoison) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
+ else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
+else if (Gear^.Pos and posCasePoison) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
+else
+case Gear^.Pos of
+ posCaseUtility,
+ posCaseAmmo: begin
+ if Gear^.AmmoType <> amNothing then a:= Gear^.AmmoType
+ else
+ begin
+ for i:= 0 to GameTicks and $7F do GetRandom(2); // Burn some random numbers
+ if Gear^.Pos = posCaseUtility then a:= GetUtility
+ else a:= GetAmmo
+ end;
+ AddAmmo(HH^.Hedgehog^, a);
+// Possibly needs to check shared clan ammo game flag once added.
+// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
+ if (not (HH^.Hedgehog^.Team^.ExtDriven
+ or (HH^.Hedgehog^.BotLevel > 0)))
+ or (HH^.Hedgehog^.Team^.Clan^.ClanIndex = LocalClan)
+ or (GameType = gmtDemo) then
+ begin
+ s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
+ AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
+
+ // show ammo icon
+ vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
+ if vga <> nil then
+ vga^.Frame:= Longword(a);
+ end;
+
+ end;
+ posCaseHealth: begin
+ inc(HH^.Health, Gear^.Health);
+ HH^.Hedgehog^.Effects[hePoisoned] := false;
+ str(Gear^.Health, s);
+ s:= '+' + s;
+ AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
+ RenderHealth(HH^.Hedgehog^);
+ RecountTeamHealth(HH^.Hedgehog^.Team);
+
+ i:= 0;
+ while i < Gear^.Health do
+ begin
+ vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
+ if vga <> nil then
+ with vga^ do
+ begin
+ Tint:= $00FF00FF;
+ State:= ord(sprHealth)
+ end;
+ inc(i, 5);
+ end;
+ end;
+ end
+end;
+
+const StepTicks: LongWord = 0;
+
+procedure HedgehogStep(Gear: PGear);
+var PrevdX: LongInt;
+ CurWeapon: PAmmo;
+begin
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
+ begin
+ if isCursorVisible then
+ with Gear^.Hedgehog^ do
+ with CurWeapon^ do
+ begin
+ if (Gear^.Message and gmLeft ) <> 0 then
+ Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
+ else
+ if (Gear^.Message and gmRight ) <> 0 then
+ Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
+ else exit;
+ StepTicks:= 200;
+ exit
+ end;
+
+ if ((Gear^.Message and gmAnimate) <> 0) then
+ begin
+ Gear^.Message:= 0;
+ Gear^.State:= Gear^.State or gstAnimation;
+ Gear^.Tag:= Gear^.MsgParam;
+ Gear^.Timer:= 0;
+ Gear^.Pos:= 0
+ end;
+
+ if ((Gear^.Message and gmLJump ) <> 0) then
+ begin
+ Gear^.Message:= Gear^.Message and (not gmLJump);
+ DeleteCI(Gear);
+ if TestCollisionYwithGear(Gear, -1) = 0 then
+ if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _2 else
+ if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
+ if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+ begin
+ Gear^.dY:= -_0_15;
+ if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX);
+ Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
+ PlaySound(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
+ exit
+ end;
+ end;
+
+ if ((Gear^.Message and gmHJump ) <> 0) then
+ begin
+ DeleteCI(Gear);
+ Gear^.Message:= Gear^.Message and (not gmHJump);
+
+ Gear^.dY:= -_0_2;
+ SetLittle(Gear^.dX);
+ Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
+ PlaySound(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
+ exit
+ end;
+
+ PrevdX:= hwSign(Gear^.dX);
+ if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else
+ if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit;
+
+ if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
+ begin
+ StepSoundTimer:= cHHStepTicks;
+ end;
+
+ StepTicks:= cHHStepTicks;
+ if PrevdX <> hwSign(Gear^.dX) then
+ begin
+ FollowGear:= Gear;
+ exit
+ end;
+ DeleteCI(Gear); // must be after exit!! (see previous line)
+
+ Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
+ if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+ begin
+ if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
+ if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
+ if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
+ 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;
+
+ if (not cArtillery) and ((Gear^.Message and gmPrecise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
+ Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
+
+ SetAllHHToActive;
+
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _1;
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ Gear^.Y:= Gear^.Y - _6;
+ Gear^.dY:= _0;
+ Gear^.State:= Gear^.State or gstMoving;
+ exit
+ end;
+ end
+ end
+ end
+ end
+ end
+ end;
+ AddGearCI(Gear)
+ end
+end;
+
+procedure HedgehogChAngle(HHGear: PGear);
+var da: LongWord;
+begin
+with HHGear^.Hedgehog^ do
+ if ((CurAmmoType = amRope) and
+ ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving)) or
+ ((CurAmmoType = amPortalGun) and
+ ((HHGear^.State and gstMoving) <> 0)) then da:= 2
+ else da:= 1;
+
+if (((HHGear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
+ if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then dec(HHGear^.Angle, da)
+ else
+ if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then inc(HHGear^.Angle, da)
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogMoving(Gear: PGear);
+var isFalling, isUnderwater: boolean;
+ land: Word;
+begin
+land:= 0;
+isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
+if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862;
+if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862;
+
+if Gear^.Hedgehog^.Unplaced then
+ begin
+ Gear^.dY:= _0;
+ Gear^.dX:= _0;
+ Gear^.State:= Gear^.State and (not gstMoving);
+ exit
+ end;
+isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
+if isFalling then
+ begin
+ if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then Gear^.dY:= _0;
+ Gear^.State:= Gear^.State or gstMoving;
+ if (CurrentHedgehog^.Gear = Gear)
+ and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
+ begin
+ FollowGear:= Gear;
+ end;
+ if isUnderwater then Gear^.dY:= Gear^.dY + cGravity / _2
+ else
+ begin
+ Gear^.dY:= Gear^.dY + cGravity;
+// this set of circumstances could be less complex if jumping was more clearly identified
+ if ((GameFlags and gfMoreWind) <> 0) and
+ (((Gear^.Damage <> 0) or
+ ((CurAmmoGear <> nil) and
+ ((CurAmmoGear^.AmmoType = amJetpack) or
+ (CurAmmoGear^.AmmoType = amBirdy))) or
+ ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue)))
+ then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
+ end
+ end
+else
+ begin
+ land:= TestCollisionYwithGear(Gear, 1);
+ if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
+ and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX);
+
+ if not Gear^.dY.isNegative then
+ begin
+ CheckHHDamage(Gear);
+
+ if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) and
+ (Gear^.dX.QWordValue < _0_02.QWordValue) then Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
+
+ Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
+ Gear^.dY:= _0;
+ end else Gear^.dY:= Gear^.dY + cGravity;
+
+ if ((Gear^.State and gstMoving) <> 0) then
+ begin
+ if land and lfIce <> 0 then
+ begin
+ Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
+ end
+ else Gear^.dX:= Gear^.dX * Gear^.Friction;
+ end
+ end;
+
+if (Gear^.State <> 0) then DeleteCI(Gear);
+
+if isUnderwater then
+ begin
+ Gear^.dY:= Gear^.dY * _0_999;
+ Gear^.dX:= Gear^.dX * _0_999;
+ end;
+
+if (Gear^.State and gstMoving) <> 0 then
+ if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
+ if not isFalling then
+ if hwAbs(Gear^.dX) > _0_01 then
+ if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_96; Gear^.Y:= Gear^.Y - _1 end else
+ if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_93; Gear^.Y:= Gear^.Y - _2 end else
+ if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_9 ; Gear^.Y:= Gear^.Y - _3 end else
+ if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_87; Gear^.Y:= Gear^.Y - _4 end else
+ if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_84; Gear^.Y:= Gear^.Y - _5 end else
+ if hwAbs(Gear^.dX) > _0_02 then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
+ else begin
+ Gear^.State:= Gear^.State and (not gstMoving);
+ while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
+ SetLittle(Gear^.dX)
+ end
+ else begin
+ Gear^.State:= Gear^.State and (not gstMoving);
+ while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
+ SetLittle(Gear^.dX)
+ end
+ else if (hwAbs(Gear^.dX) > cLittle)
+ and ((Gear^.State and gstHHJumping) = 0)
+ then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
+ else SetLittle(Gear^.dX);
+
+if (not isFalling) and
+ (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
+ begin
+ Gear^.State:= Gear^.State and (not gstWinner);
+ Gear^.State:= Gear^.State and (not gstMoving);
+ while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
+ SetLittle(Gear^.dX);
+ Gear^.dY:= _0
+ end else Gear^.State:= Gear^.State or gstMoving;
+
+if (Gear^.State and gstMoving) <> 0 then
+ begin
+ Gear^.State:= Gear^.State and (not gstAnimation);
+// ARTILLERY but not being moved by explosions
+ Gear^.X:= Gear^.X + Gear^.dX;
+ Gear^.Y:= Gear^.Y + Gear^.dY;
+ if (not Gear^.dY.isNegative) and
+ (not TestCollisionYKick(Gear, 1)) and
+ TestCollisionYwithXYShift(Gear, 0, 1, 1) then
+ begin
+ CheckHHDamage(Gear);
+ Gear^.dY:= _0;
+ Gear^.Y:= Gear^.Y + _1
+ end;
+ CheckGearDrowning(Gear);
+ // hide target cursor if current hog is drowning
+ if (Gear^.State and gstDrowning) <> 0 then
+ if (CurrentHedgehog^.Gear = Gear) then
+ isCursorVisible:= false
+ end;
+
+if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
+ begin
+ inc(Gear^.FlightTime);
+ if Gear^.FlightTime = 3000 then
+ begin
+ AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
+ PlaySound(sndHomerun)
+ end;
+ end
+else
+ begin
+ uStats.hedgehogFlight(Gear, Gear^.FlightTime);
+ Gear^.FlightTime:= 0;
+ end;
+
+end;
+
+procedure doStepHedgehogDriven(HHGear: PGear);
+var t: PGear;
+ wasJumping: boolean;
+ Hedgehog: PHedgehog;
+begin
+Hedgehog:= HHGear^.Hedgehog;
+if isInMultiShoot then
+ HHGear^.Message:= 0;
+
+if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then
+ AllInactive:= true
+else if not isInMultiShoot then AllInactive:= false;
+
+if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
+ begin
+ if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:= 0;
+ isCursorVisible:= false;
+ HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
+ AttackBar:= 0;
+ if HHGear^.Damage > 0 then
+ HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
+ exit
+ end;
+
+if (HHGear^.State and gstAnimation) <> 0 then
+ begin
+ HHGear^.Message:= 0;
+ if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then PlaySound(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
+ inc(HHGear^.Timer);
+ if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
+ begin
+ HHGear^.Timer:= 0;
+ inc(HHGear^.Pos);
+ if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
+ HHGear^.State:= HHGear^.State and (not gstAnimation)
+ end;
+ exit
+ end;
+
+if ((HHGear^.State and gstMoving) <> 0)
+ or (StepTicks = cHHStepTicks)
+ or (CurAmmoGear <> nil) then // we are moving
+ begin
+ with Hedgehog^ do
+ if (CurAmmoGear = nil)
+ and (HHGear^.dY > _0_39)
+ and (CurAmmoType = amParachute) then HHGear^.Message:= HHGear^.Message or gmAttack;
+ // check for case with ammo
+ t:= CheckGearNear(HHGear, gtCase, 36, 36);
+ if t <> nil then
+ PickUp(HHGear, t)
+ end;
+
+if (CurAmmoGear = nil) then
+ if (((HHGear^.Message and gmAttack) <> 0)
+ or ((HHGear^.State and gstAttacking) <> 0)) then
+ Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
+ else
+else
+ with Hedgehog^ do
+ if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
+ and ((HHGear^.Message and gmLJump) <> 0)
+ and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
+ begin
+ Attack(HHGear);
+ HHGear^.Message:= HHGear^.Message and (not gmLJump)
+ end;
+
+if (CurAmmoGear = nil)
+ or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
+ or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) then
+ begin
+ if ((HHGear^.Message and gmSlot) <> 0) then
+ if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);
+
+ if ((HHGear^.Message and gmWeapon) <> 0) then HHSetWeapon(HHGear);
+
+ if ((HHGear^.Message and gmTimer) <> 0) then HHSetTimer(HHGear);
+ end;
+
+if CurAmmoGear <> nil then
+ begin
+ CurAmmoGear^.Message:= HHGear^.Message;
+ exit
+ end;
+
+if not isInMultiShoot then
+ HedgehogChAngle(HHGear);
+
+if (HHGear^.State and gstMoving) <> 0 then
+ begin
+ wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);
+
+ if ((HHGear^.Message and gmHJump) <> 0) and
+ wasJumping and
+ ((HHGear^.State and gstHHHJump) = 0) then
+ if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
+ begin
+ HHGear^.State:= HHGear^.State or gstHHHJump;
+ HHGear^.dY:= -_0_25;
+ if not cArtillery then HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
+ PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
+ end;
+
+ HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
+
+ if (not cArtillery) and wasJumping and
+ TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
+
+ if Hedgehog^.Gear <> nil then doStepHedgehogMoving(HHGear);
+
+ if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
+ begin
+ AddGearCI(HHGear);
+ if wasJumping then
+ StepTicks:= 410
+ else
+ StepTicks:= 95
+ end;
+ exit
+ end;
+
+ if not isInMultiShoot and (Hedgehog^.Gear <> nil) then
+ begin
+ if StepTicks > 0 then dec(StepTicks);
+ if (StepTicks = 0) then HedgehogStep(HHGear)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogFree(Gear: PGear);
+var prevState: Longword;
+begin
+prevState:= Gear^.State;
+
+doStepHedgehogMoving(Gear);
+
+if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
+ begin
+ if Gear^.Damage > 0 then CalcRotationDirAngle(Gear);
+ AllInactive:= false;
+ exit
+ end;
+
+if (Gear^.Health = 0) then
+ begin
+ if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
+ begin
+ Gear^.Timer:= 0;
+ FollowGear:= Gear;
+ PrvInactive:= false;
+ AllInactive:= false;
+
+ if (Gear^.State and gstHHGone) = 0 then
+ begin
+ Gear^.Hedgehog^.Effects[hePoisoned] := false;
+ if Gear^.Hedgehog^.Effects[heResurrectable] then begin
+ ResurrectHedgehog(Gear);
+ end else
+ begin
+ Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
+ Gear^.doStep:= @doStepHedgehogDead;
+ // Death message
+ AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
+ end;
+ end
+ else
+ begin
+ Gear^.State:= Gear^.State and (not gstAnimation);
+ Gear^.doStep:= @doStepHedgehogGone;
+
+ // Gone message
+ AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
+ end
+ end;
+ exit
+ end;
+
+if ((Gear^.State and gstWait) = 0) and
+ (prevState <> Gear^.State) then
+ begin
+ Gear^.State:= Gear^.State or gstWait;
+ Gear^.Timer:= 150
+ end else
+ begin
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstHHChooseTarget));
+ Gear^.Active:= false;
+ AddGearCI(Gear);
+ exit
+ end else dec(Gear^.Timer)
+ end;
+
+AllInactive:= false
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehog(Gear: PGear);
+(*
+var x,y,tx,ty: LongInt;
+ tdX, tdY, slope: hwFloat;
+ land: Word; *)
+var slope: hwFloat;
+begin
+if (Gear^.Message and gmDestroy) <> 0 then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+if (Gear^.State and gstHHDriven) = 0 then
+ doStepHedgehogFree(Gear)
+else
+ begin
+ with Gear^.Hedgehog^ do
+ if Team^.hasGone then
+ TeamGoneEffect(Team^)
+ else
+ doStepHedgehogDriven(Gear)
+ end;
+if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0) and
+ (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0) and
+ (not Gear^.dY.isNegative) and
+ (GameTicks mod (100*LongWOrd(hwRound(cMaxWindSpeed*2/cGravity))) = 0) and
+ (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
+ begin
+ slope:= CalcSlopeBelowGear(Gear);
+ Gear^.dX:=Gear^.dX+slope*_0_07;
+ if slope.QWordValue <> 0 then Gear^.State:= Gear^.State or gstMoving;
+(*
+ x:= hwRound(Gear^.X);
+ y:= hwRound(Gear^.Y);
+ AddVisualGear(x, y, vgtSmokeTrace);
+ AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
+ AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
+ AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
+ AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
+ AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
+ AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
+ AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
+ AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
+ AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
+ AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
+ end
+end;
+
+end.