share/hedgewars/Data/Scripts/Multiplayer/Tumbler.lua
author Wuzzy <Wuzzy2@mail.ru>
Tue, 14 Aug 2018 09:26:32 +0200
changeset 13667 841ad2ad341d
parent 13648 690cc84e9fd6
child 13690 09ea1faf97ca
permissions -rw-r--r--
Update list of supported GameFlags in HedgeEditor

------------------------------------
-- TUMBLER
-- v.0.8.0
------------------------------------

--[[
SCRIPT PARAMETER
The script is configured with the script parameter.

Additional configuration in the game scheme is permitted.

The script parameter is a comma-separated list of key=value pairs.

The values are always whole numbers, the keys are listed below.

Key			Default	Description
----------------------------------------------------------------------
spawnbarrels		2	Number of barrels that spawn per turn
spawnmines		4	Number of mines that spawn per turn
ammoflamer		50	Initial fuel/ammo of Flamer
ammobarrel		2	Initial ammo of Barrel Launcher
ammomine		1	Initial ammo of Mine Deployer
minetimerplaced		1000	Mine timer of mines dropped from Mine Deployer (!) in milliseconds
bonustime		25	Bonus time in utility crates, in seconds
bonusflames		800	Flamer fuel bonus in ammo crates
chanceammo		30	Chance (in %) that an ammo crate will drop before a turn
chancetime		50	Chance (in %) that an utility crate (extra time) will drop before a turn


EXAMPLES:

ammoflamer=800, ammomine=5
--> Starts the game with 800 Flamer fuel and 5 Mine Deployer mines.

chancetime=0
--> No clock crates.


GAME SCHEME CONFIGURATION
The script recognizes most game modifiers and settings, but changing the following game modifiers
will have no effect:
- Artillery
- Tag Team
- Shared ammo
- Per-hog ammo
- Place hogs
- Invulnerable
- Reset weapons
]]


HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")

local fMod = 1000000 -- use this for dev and .16+ games

local leftOn = false
local rightOn = false
local upOn = false
local downOn = false
local preciseOn = false

local wep = {}
local wepAmmo = {}
local wepCol = {}
local wepIndex = 0
local wepCount = 0
local fGears = 0

local mineSpawn
local barrelSpawn

local roundKills = 0

local moveTimer = 0
local fireTimer = 0
local TimeLeftCounter = 0
local TimeLeft = 0
local stopMovement = false
local tumbleStarted = false

local vTag = {}

local barrelSpawn = 2
local mineSpawn = 4
local initAmmoFlamer = 50
local initAmmoBarrel = 2
local initAmmoMine = 1
local placedMineTime = 1000
local bonusTime = 25
local bonusFlames = 800
local chanceAmmo = 30
local chanceTime = 50


------------------------
-- version 0.4
------------------------

-- removed some old code/comments
-- removed both shell and mortar as the primary and secondary weapons
-- the primary weapon is now an explosive(barrel)

-- added support for picking up barrels scattered about the map (backspace)
-- added support for dragging around mines (enter toggles on/off)
-- added support for primary fire being onAttackUp
-- added a trail to indicate when the player has 5s or less left to tumble
-- updated showmission to reflect changed controls and options

------------------------
-- version 0.5
------------------------

-- changed some of the user feedback
-- i can't remember??
-- substituted onAttackUp for onPrecise()
-- brought in line with new velocity changes

------------------------
-- version 0.6
------------------------

-- reduced starting "ammo"
-- randomly spawn new barrels/mines on new turn
-- updated user feedback
-- better locs and coloured addcaptions
-- added tag for turntime
-- removed tractor beam
-- added two new weapons and changed ammo handling
-- health crates now give tumbler time, and wep/utility give flamer ammo
-- explosives AND mines can be picked up to increase their relative ammo
-- replaced "no weapon" selected message that hw serves
-- modified crate frequencies a bit
-- added some simple kill-based achievements, i think

------------------------
-- version 0.7
------------------------

-- a few code optimisations/performance tweaks
-- removed some deprecated code
-- fix a potential spawn bug

-- improved HUD (now shows ammo counts)
-- improved user feedback (less generic messages)
-- colour-coded addcaptions to match hud :)

-- base tumbling time now equals scheme turntime
-- tumbling time extension is now based on the amount of health contained in crate
-- new mines per turn based on minesnum
-- new barrels per turn based on explosives

-- added 2 more achievements: barrel eater and mine eater (like kills, don't do anything atm)
-- slightly increased grab distance for explosives/mines
-- slightly increased flamer velocity
-- slightly decreased flamer volume
-- added a flame vaporiser (based on number of flame gears?)
-- give tumblers an extra 47 health on the start of their tumble to counter the grenade (exp)
-- refocus camera on tumbler on newturn (not on crates, barrels etc)
-- increase delay: yes, yes, eat your hearts out

-- commit log
-- Better HUD
-- Allow more user customization
-- Bugfix for new gear spawns
-- Performance tweaks
-- Variety of small gameplay changes

------------------------
-- version 0.7.1
------------------------

-- redraw HUD on screen resolution change

------------------------
-- version 0.8.0
------------------------
-- Allow detailed configuration with script parameter (see above)
-- Alternative weapon selection with slot keys
--- Slot 1: Barrel Launcher
--- Slot 2: Mine Deployer
--- Slot 3: Flamer
-- Add mine/barrel launch sounds
-- Improved ammo display
-- Denied sound + message when trying to fire empty ammo weapon
-- Slightly better mission description
--- The old hacks by (ab)using MinesNum, Explosives and HealthCaseAmount have been removed
-- Permanently disable some gameflags which currently won't work together with this script (see above)
-- Show flamer ammo as fuel everywhere (no more percentage confusion)

---------------------------
-- some other ideas/things
---------------------------
--[[
-- allow invulnerability mode (currently broken, thus disabled)
-- better barrel/minespawn effects
-- separate grab distance for mines/barrels
-- bug: message color for remaining ammo does not change if two times the same message
   (but in different desired color) is shown in quick succession (i.e. "Out of ammo!" for all weapons)
-- [probably not] make barrels always explode?
-- [probably not] persistent ammo?
-- [probably not] dont hurt tumblers and restore their health at turn end?
]]


----------------------------------------------------------------
----------------------------------------------------------------

local flames = {}
local fGearValues = {}

function runOnflames(func)
    for k, gear in ipairs(flames) do
        func(gear)
    end
end

function trackFGear(gear)
    table.insert(flames, gear)
end

function trackFGearDeletion(gear)
    fGearValues[gear] = nil
    for k, g in ipairs(flames) do
        if g == gear then
            table.remove(flames, k)
            break
        end
    end
end

function getFGearValue(gear, key)
    if fGearValues[gear] ~= nil then
        return fGearValues[gear][key]
    end
    return nil
end

function setFGearValue(gear, key, value)
    found = false
    for id, values in pairs(fGearValues) do
        if id == gear then
            values[key] = value
            found = true
        end
    end
    if not found then
        fGearValues[gear] = { [key] = value }
    end
end

function decreaseFGearValue(gear, key)
    for id, values in pairs(fGearValues) do
        if id == gear then
            values[key] = values[key] - 1
        end
    end
end

function HandleLife(gear)

	decreaseFGearValue(gear, "L")
	if getFGearValue(gear, "L") == 0 then
		AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
		DeleteGear(gear)
	end

end

----------------------------------------------------------------
----------------------------------------------------------------

function HideTags()

	for i = 0, 3 do
		SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xffffff00)
	end

end

function DrawTag(i)

	zoomL = 1.3

	xOffset = 40

	if i == 0 then
		yOffset = 40
		tCol = 0xffee00ff
		tValue = TimeLeft
	elseif i == 1 then
		zoomL = 1.1
		yOffset = 70
		tCol = wepCol[0]
		tValue = wepAmmo[0]
	elseif i == 2 then
		zoomL = 1.1
		xOffset = 40 + 35
		yOffset = 70
		tCol = wepCol[1]
		tValue = wepAmmo[1]
	elseif i == 3 then
		zoomL = 1.1
		xOffset = 40 + 70
		yOffset = 70
		tCol = wepCol[2]
		tValue = wepAmmo[2]
	end

	DeleteVisualGear(vTag[i])
	vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
	g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vTag[i])
	SetVisualGearValues	(
				vTag[i], 		--id
				-(ScreenWidth/2) + xOffset,	--xoffset
				ScreenHeight - yOffset, --yoffset
				0, 			--dx
				0, 			--dy
				zoomL, 			--zoom
				1, 			--~= 0 means align to screen
				g7, 			--frameticks
				tValue, 		--value
				240000, 		--timer
				tCol		--GetClanColor( GetHogClan(CurrentHedgehog) )
				)

end

function GetGearDistance(gear)

	g1X, g1Y = GetGearPosition(gear)
	g2X, g2Y = GetGearPosition(CurrentHedgehog)

	q = g1X - g2X
	w = g1Y - g2Y
	return( (q*q) + (w*w) )

end

-- add to your ammo ***WHEN YOU PUSH A KEY*** near them
-- yes that was my justification for a non generic method
function CheckProximityToExplosives(gear)

	if (GetGearDistance(gear) < 1400) then

		if (GetGearType(gear) == gtExplosives) then

			wepAmmo[0] = wepAmmo[0] + 1
			PlaySound(sndShotgunReload)
			DeleteGear(gear)
			AddCaption(loc("+1 barrel!"), wepCol[0], capgrpAmmoinfo )
			DrawTag(1)

		elseif (GetGearType(gear) == gtMine) then
			wepAmmo[1] = wepAmmo[1] + 1
			PlaySound(sndShotgunReload)
			DeleteGear(gear)
			AddCaption(loc("+1 mine!"), wepCol[1], capgrpAmmoinfo )
			DrawTag(2)

		end

	end

end

-- check proximity on crates
function CheckProximity(gear)

	dist = GetGearDistance(gear)

	if (dist < 1600) and (GetGearType(gear) == gtCase) then

		if band(GetGearPos(gear), 0x4) ~= 0 then

			AddCaption(string.format(loc("+%d seconds!"), bonusTime), 0xffee00ff, capgrpMessage2 )

			TimeLeft = TimeLeft + bonusTime
			DrawTag(0)
			PlaySound(sndExtraTime)
		elseif band(GetGearPos(gear), 0x1) ~= 0 then
			wepAmmo[2] = wepAmmo[2] + bonusFlames
			PlaySound(sndShotgunReload)
			AddCaption(string.format(loc("+%d flamer fuel!"), bonusFlames), wepCol[2], capgrpAmmoinfo )
			DrawTag(3)
		end

		DeleteGear(gear)

	end

end

function shotsRemainingMessage()
	local shotsMsg
	if wepAmmo[wepIndex] <= 0 then
		shotsMsg = loc("Out of ammo!")
	else
		if wepIndex == 2 then
			shotsMsg = loc("Fuel: %d")
		else
			shotsMsg = loc("Ammo: %d")
		end
	end
	AddCaption(string.format(shotsMsg, wepAmmo[wepIndex]), wepCol[wepIndex],capgrpAmmostate)
end

function ChangeWeapon(newIndex)
	if newIndex == nil then
		wepIndex = wepIndex + 1
		if wepIndex == wepCount then
			wepIndex = 0
		end
	else
		wepIndex = newIndex
	end

	local selText
	if wepIndex == 0 then
		selText = loc("Barrel Launcher")
	elseif wepIndex == 1 then
		selText = loc("Mine Deployer")
	else
		selText = loc("Flamer")
	end
	AddCaption(selText, wepCol[wepIndex],capgrpAmmoinfo )

	shotsRemainingMessage()
end

---------------
-- Parse parameters
---------------

function parseNum(key, default, min, max)
	local num = tonumber(params[key])
	if type(num) ~= "number" then 
		if default ~= nil then
			return default
		else
			return nil
		end
	end

	if min ~= nil then
		num = math.max(min, num)
	end
	if max ~= nil then
		num = math.min(max, num)
	end
	return num
end

function onParameters()
	parseParams()

	barrelSpawn = parseNum("spawnbarrels", barrelSpawn, 0)
	mineSpawn = parseNum("spawnmines", mineSpawn, 0)

	initAmmoFlamer = parseNum("ammoflamer", initAmmoFlamer, 0)
	initAmmoBarrel = parseNum("ammobarrel", initAmmoBarrel, 0)
	initAmmoMine = parseNum("ammomine", initAmmoMine, 0)

	placedMineTime = parseNum("minetimeplaced", placedMineTime, 0, 5000)

	bonusTime = parseNum("bonustime", bonusTime, 0)
	bonusFlames = parseNum("bonusflames", bonusFlames, 0)

	chanceAmmo = parseNum("chanceammo", chanceAmmo, 0, 100)
	chanceTime = parseNum("chancetime", chanceTime, 0, 100)
end

---------------
-- action keys
---------------

function onPrecise()

	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then

		if wepAmmo[wepIndex] <= 0 then
			PlaySound(sndDenied)
			shotsRemainingMessage()
		else

			wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1
			shotsRemainingMessage()

			if wep[wepIndex] == loc("Barrel Launcher") then
				morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1)
				CopyPV(CurrentHedgehog, morte) -- new addition
				x,y = GetGearVelocity(morte)
				x = x*2
				y = y*2
				SetGearVelocity(morte, x, y)
				DrawTag(1)
				PlaySound(sndThrowRelease)

			elseif wep[wepIndex] == loc("Mine Deployer") then
				morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtMine, 0, 0, 0, 0)
				SetTimer(morte, placedMineTime)
				DrawTag(2)
				PlaySound(sndThrowRelease)

			end
		end

	end

	preciseOn = true

end

function onPreciseUp()
	preciseOn = false
end

onAttack = onPrecise
onAttackUp = onPreciseUp

function onHJump()
	-- pick up explosives/mines if nearby them
	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
		runOnGears(CheckProximityToExplosives)
	end
end

-------------------
-- Weapon selection
-------------------

function onLJump()
	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
		ChangeWeapon()
	end
end

function onSlot(slot)
	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
		if slot >= 0 and slot <= 2 then
			ChangeWeapon(slot)
		end
	end
end

-----------------
-- movement keys
-----------------

function onLeft()
	if (CurrentHedgehog ~= nil) and (stopMovement == false) then
		leftOn = true
	end
end

function onRight()
	if (CurrentHedgehog ~= nil) and (stopMovement == false) then
		rightOn = true
	end
end

function onUp()
	if (CurrentHedgehog ~= nil) and (stopMovement == false) then
		upOn = true
	end
end

function onDown()
	if (CurrentHedgehog ~= nil) and (stopMovement == false) then
		downOn = true
	end
end

function onDownUp()
	downOn = false
end
function onUpUp()
	upOn = false
end
function onLeftUp()
	leftOn = false
end
function onRightUp()
	rightOn = false
end

--------------------------
-- other event handlers
--------------------------

function onGameInit()
	CaseFreq = 0
	HealthCaseProb = 0
	Delay = 1000

	for i = 0, 3 do
		vTag[0] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
	end

	HideTags()

	wep[0] = loc("Barrel Launcher")
	wep[1] = loc("Mine Deployer")
	wep[2] = loc("Flamer")

	wepCol[0] = 0x78818eff
	wepCol[1] = 0xa12a77ff
	wepCol[2] = 0xf49318ff

	wepCount = 3

	DisableGameFlags(gfArtillery + gfSharedAmmo + gfPerHogAmmo + gfTagTeam + gfPlaceHog + gfInvulnerable)

end

function onGameStart()

	local clockStr
	local timeStr

	if chanceTime > 0 then
		clockStr = loc("Utility crates extend your time.") .. "|"
		timeStr = string.format(loc("Time extension: %ds"), bonusTime) .. "|"
	else
		clockStr = ""
		timeStr = ""
	end

	ShowMission	(
			loc("Tumbler"),
			loc("A Hedgewars mini-game"),
			loc("Fly around and hurl explosives to your enemies.") .."|"..
			loc("Eliminate the enemy hogs to win.") .. "|" ..
			" " .. "|" ..

			string.format(loc("New mines per turn: %d"), mineSpawn) .. "|" ..
			string.format(loc("New barrels per turn: %d"), barrelSpawn) .. "|" ..
			timeStr ..
			" " .. "|" ..

			loc("Movement: [Up], [Down], [Left], [Right]") .. "|" ..
			loc("Fire: [Precise]") .. "|" ..
			loc("Change weapon: [Long jump] or [Slot 1]-[Slot 3]") .. "|" ..
			loc("Grab mines/barrels: [High jump]") .. "|" ..

			" " .. "|" ..

			clockStr ..
			loc("Ammo is reset at the end of your turn.") .. "|" ..

			"", 4, 4000
			)

end

function onScreenResize()

	-- redraw Tags so that their screen locations are updated
	if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then
		for i = 0, 3 do
			DrawTag(i)
		end
	end

end

function onAmmoStoreInit()
	-- Remove all conventional weapons
	for a=0, 56 do
		SetAmmo(a, 0, 0, 0, 0)
	end
end

function onNewTurn()

	stopMovement = false
	tumbleStarted = false

	-- randomly create new barrels mines on the map every turn (can be disabled by setting mine/barrels to 0 in scheme)
	for i = 0, barrelSpawn-1 do
		gear = AddGear(100, 100, gtExplosives, 0, 0, 0, 0)
		SetHealth(gear, 100)
		if FindPlace(gear, false, 0, LAND_WIDTH, false) ~= nil then
			tempE = AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
		end
	end
	for i = 0, mineSpawn-1 do
		gear = AddGear(100, 100, gtMine, 0, 0, 0, 0)
		if FindPlace(gear, false, 0, LAND_WIDTH, false) ~= nil then
			tempE = AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
		end
	end

	-- randomly spawn time extension crates / flamer fuel on the map
	r = GetRandom(100)
	if r > 100-chanceTime then
		gear = SpawnFakeUtilityCrate(0, 0, false, false)
	end
	r = GetRandom(100)
	if r > 100-chanceAmmo then
		gear = SpawnFakeAmmoCrate(0, 0, false, false)
	end

	HideTags()

	--reset ammo counts
	wepAmmo[0] = 2
	wepAmmo[1] = 1
	wepAmmo[2] = 50 -- 50000 -- 50
	wepIndex = 2
	ChangeWeapon()

	roundKills = 0

	FollowGear(CurrentHedgehog)

end


function DisableTumbler()
	stopMovement = true
	upOn = false
	down = false
	leftOn = false
	rightOn = false
	HideTags()
end

function onGameTick()

	-- start the player tumbling with a boom once their turn has actually begun
	if tumbleStarted == false then
		if (TurnTimeLeft > 0) and (TurnTimeLeft ~= TurnTime) then
			tumbleStarted = true
			TimeLeft = (TurnTime/1000)
			AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1)
			SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog) + 47) -- new
			for i = 0, 3 do
				DrawTag(i)
			end
		end
	end

	if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then

		runOnGears(CheckProximity) -- crates

		-- Calculate and display turn time
		TimeLeftCounter = TimeLeftCounter + 1
		if TimeLeftCounter == 1000 then
			TimeLeftCounter = 0
			TimeLeft = TimeLeft - 1

			-- Countdown sounds
			if TimeLeft == 5 then
				PlaySound(sndHurry, CurrentHedgehog)
			elseif TimeLeft <= 4 and TimeLeft >= 1 then
				PlaySound(_G["sndCountdown"..TimeLeft])
			end

			if TimeLeft >= 0 then
				DrawTag(0)
			end

		end

		if TimeLeft == 0 then
			DisableTumbler()
		end

		-- handle movement based on IO
		moveTimer = moveTimer + 1
		if moveTimer == 100 then -- 100
			moveTimer = 0

			runOnflames(HandleLife)

			---------------
			-- new trail code
			---------------
			-- the trail lets you know you have 5s left to pilot, akin to birdy feathers
			if (TimeLeft <= 5) and (TimeLeft > 0) then
				tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, false)
				g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
				SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, GetClanColor(GetHogClan(CurrentHedgehog)) )
			end
			--------------

			dx, dy = GetGearVelocity(CurrentHedgehog)

			dxlimit = 0.4*fMod
			dylimit = 0.4*fMod

			if dx > dxlimit then
				dx = dxlimit
			end
			if dy > dylimit then
				dy = dylimit
			end
			if dx < -dxlimit then
				dx = -dxlimit
			end
			if dy < -dylimit then
				dy = -dylimit
			end


			if leftOn == true then
				dx = dx - 0.1*fMod
			end
			if rightOn == true then
				dx = dx + 0.1*fMod
			end

			if upOn == true then
				dy = dy - 0.1*fMod
			end
			if downOn == true then
				dy = dy + 0.1*fMod
			end

			SetGearVelocity(CurrentHedgehog, dx, dy)

		end

		--
		--flamer
		--
		fireTimer = fireTimer + 1
		if fireTimer == 6 then	-- 5 --10
			fireTimer = 0

			if (wep[wepIndex] == loc("Flamer") ) and (preciseOn == true) and (wepAmmo[wepIndex] > 0) and (stopMovement == false) and (tumbleStarted == true) then

				wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1
				shotsRemainingMessage()
				DrawTag(3)

				dx, dy = GetGearVelocity(CurrentHedgehog)
				shell = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtFlame, 0, 0, 0, 0)

				xdev = 1 + GetRandom(25)	--15
				xdev = xdev / 100

				r = GetRandom(2)
				if r == 1 then
					xdev = xdev*-1
				end

				ydev = 1 + GetRandom(25)	--15
				ydev = ydev / 100

				r = GetRandom(2)
				if r == 1 then
					ydev = ydev*-1
				end

				--*13	--8	*-4
				SetGearVelocity(shell, (dx*4.5)+(xdev*fMod), (dy*4.5)+(ydev*fMod))	--10

			end

		end
		--

	end


end

function isATrackedGear(gear)
	if 	(GetGearType(gear) == gtExplosives) or
		(GetGearType(gear) == gtMine) or
		(GetGearType(gear) == gtCase)
	then
		return(true)
	else
		return(false)
	end
end

function onGearAdd(gear)

	if GetGearType(gear) == gtFlame then

		trackFGear(gear)

		fGears = fGears +1

		if fGears < 80 then
			setFGearValue(gear,"L",30)
		else
			setFGearValue(gear,"L",5) --3
		end

	elseif isATrackedGear(gear) then
		trackGear(gear)
	end

end

function onGearDelete(gear)

	if GetGearType(gear) == gtFlame then
		trackFGearDeletion(gear)
		fGears = fGears -1

	elseif isATrackedGear(gear) then
		trackDeletion(gear)

	-- achievements? prototype
	elseif GetGearType(gear) == gtHedgehog then

		if GetHogTeamName(gear) ~= GetHogTeamName(CurrentHedgehog) then

			roundKills = roundKills + 1
			if roundKills == 2 then
				AddCaption(loc("Double Kill!"),capcolDefault,capgrpMessage2)
			elseif roundKills == 3 then
				AddCaption(loc("Killing spree!"),capcolDefault,capgrpMessage2)
			elseif roundKills >= 4 then
				AddCaption(loc("Unstoppable!"),capcolDefault,capgrpMessage2)
			end

		elseif gear == CurrentHedgehog then
			DisableTumbler()

		elseif gear ~= CurrentHedgehog then
			AddCaption(loc("Friendly Fire!"),capcolDefault,capgrpMessage2)
		end

	end

	if CurrentHedgehog ~= nil then
		FollowGear(CurrentHedgehog)
	end

end