update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGearsList;
interface
uses uFloat, uTypes, SDLh;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure DeleteGear(Gear: PGear);
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
var curHandledGear: PGear;
implementation
uses uRandom, uUtils, uConsts, uVariables, uAmmos, uTeams, uStats,
uTextures, uScript, uRenderUtils, uAI, uCollisions,
uGearsRender, uGearsUtils, uDebug;
const
GearKindAmmoTypeMap : array [TGearType] of TAmmoType = (
(* gtFlame *) amNothing
(* gtHedgehog *) , amNothing
(* gtMine *) , amMine
(* gtCase *) , amNothing
(* gtExplosives *) , amNothing
(* gtGrenade *) , amGrenade
(* gtShell *) , amBazooka
(* gtGrave *) , amNothing
(* gtBee *) , amBee
(* gtShotgunShot *) , amShotgun
(* gtPickHammer *) , amPickHammer
(* gtRope *) , amRope
(* gtDEagleShot *) , amDEagle
(* gtDynamite *) , amDynamite
(* gtClusterBomb *) , amClusterBomb
(* gtCluster *) , amClusterBomb
(* gtShover *) , amBaseballBat // Shover is only used for baseball bat right now
(* gtFirePunch *) , amFirePunch
(* gtATStartGame *) , amNothing
(* gtATFinishGame *) , amNothing
(* gtParachute *) , amParachute
(* gtAirAttack *) , amAirAttack
(* gtAirBomb *) , amAirAttack
(* gtBlowTorch *) , amBlowTorch
(* gtGirder *) , amGirder
(* gtTeleport *) , amTeleport
(* gtSwitcher *) , amSwitch
(* gtTarget *) , amNothing
(* gtMortar *) , amMortar
(* gtWhip *) , amWhip
(* gtKamikaze *) , amKamikaze
(* gtCake *) , amCake
(* gtSeduction *) , amSeduction
(* gtWatermelon *) , amWatermelon
(* gtMelonPiece *) , amWatermelon
(* gtHellishBomb *) , amHellishBomb
(* gtWaterUp *) , amNothing
(* gtDrill *) , amDrill
(* gtBallGun *) , amBallgun
(* gtBall *) , amBallgun
(* gtRCPlane *) , amRCPlane
(*gtSniperRifleShot *) , amSniperRifle
(* gtJetpack *) , amJetpack
(* gtMolotov *) , amMolotov
(* gtBirdy *) , amBirdy
(* gtEgg *) , amBirdy
(* gtPortal *) , amPortalGun
(* gtPiano *) , amPiano
(* gtGasBomb *) , amGasBomb
(* gtSineGunShot *) , amSineGun
(* gtFlamethrower *) , amFlamethrower
(* gtSMine *) , amSMine
(* gtPoisonCloud *) , amNothing
(* gtHammer *) , amHammer
(* gtHammerHit *) , amHammer
(* gtResurrector *) , amResurrector
(* gtPoisonCloud *) , amNothing
(* gtSnowball *) , amSnowball
(* gtFlake *) , amNothing
//(* gtStructure *) , amStructure // TODO - This will undoubtedly change once there is more than one structure
(* gtLandGun *) , amLandGun
(* gtTardis *) , amTardis
(* gtIceGun *) , amIceGun
(* gtAddAmmo *) , amNothing
(* gtGenericFaller *) , amNothing
(* gtKnife *) , amKnife
);
var GCounter: LongWord = 0; // this does not get re-initialized, but should be harmless
const
cUsualZ = 500;
cOnHHZ = 2000;
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z < Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> tmp then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then
ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else
begin
Gear^.NextGear:= GearsList;
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear;
GearsList:= Gear;
end;
end;
procedure RemoveGearFromList(Gear: PGear);
begin
TryDo((curHandledGear = nil) or (Gear = curHandledGear), 'You''re doing it wrong', true);
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
GearsList:= Gear^.NextGear
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
var gear: PGear;
c: byte;
begin
inc(GCounter);
AddFileLog('AddGear: #' + inttostr(GCounter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
New(gear);
FillChar(gear^, sizeof(TGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Target.X:= NoPointX;
gear^.Kind := Kind;
gear^.State:= State;
gear^.Active:= true;
gear^.dX:= dX;
gear^.dY:= dY;
gear^.doStep:= doStepHandlers[Kind];
gear^.CollisionIndex:= -1;
gear^.Timer:= Timer;
gear^.uid:= GCounter;
gear^.SoundChannel:= -1;
gear^.ImpactSound:= sndNone;
gear^.Density:= _1;
// Define ammo association, if any.
gear^.AmmoType:= GearKindAmmoTypeMap[Kind];
gear^.CollisionMask:= $FFFF;
gear^.Tint:= $FFFFFFFF;
if CurrentHedgehog <> nil then
begin
gear^.Hedgehog:= CurrentHedgehog;
if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then
gear^.CollisionMask:= lfNotCurrentMask
end;
if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
gear^.Z:= cHHZ+1
else gear^.Z:= cUsualZ;
case Kind of
gtGrenade,
gtClusterBomb,
gtGasBomb: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _1_5;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then
gear^.Timer:= 3000
end;
gtWatermelon: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 6;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_995;
gear^.Density:= _2;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then
gear^.Timer:= 3000
end;
gtMelonPiece: begin
gear^.AdvBounce:= 1;
gear^.Density:= _2
end;
gtHedgehog: begin
gear^.AdvBounce:= 1;
gear^.Radius:= cHHRadius;
gear^.Elasticity:= _0_35;
gear^.Friction:= _0_999;
gear^.Angle:= cMaxAngle div 2;
gear^.Density:= _3;
gear^.Z:= cHHZ;
if (GameFlags and gfAISurvival) <> 0 then
if gear^.Hedgehog^.BotLevel > 0 then
gear^.Hedgehog^.Effects[heResurrectable] := 1;
// this would presumably be set in the frontend
// if we weren't going to do that yet, would need to reinit GetRandom
// oh, and, randomising slightly R and B might be nice too.
//gear^.Tint:= $fa00efff or ((random(80)+128) shl 16)
//gear^.Tint:= $faa4efff
//gear^.Tint:= (($e0+random(32)) shl 24) or
// ((random(80)+128) shl 16) or
// (($d5+random(32)) shl 8) or $ff
c:= random(32);
gear^.Tint:= (($e0+c) shl 24) or
((random(90)+128) shl 16) or
(($d5+c) shl 8) or $ff
end;
gtShell: begin
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Radius:= 4;
gear^.Density:= _1;
gear^.AdvBounce:= 1;
end;
gtSnowball: begin
gear^.ImpactSound:= sndMudballImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 4;
gear^.Density:= _0_5;
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
end;
gtFlake: begin
with Gear^ do
begin
Pos:= 0;
Radius:= 1;
DirAngle:= random(360);
if State and gstTmpFlag = 0 then
begin
dx.isNegative:= GetRandom(2) = 0;
dx.QWordValue:= QWord($40DA) * GetRandom(10000) * 8;
dy.isNegative:= false;
dy.QWordValue:= QWord($3AD3) * GetRandom(7000) * 8;
if GetRandom(2) = 0 then
dx := -dx
end;
State:= State or gstInvisible;
Health:= random(vobFrameTicks);
if gear^.Timer = 0 then Timer:= random(vobFramesCount);
Damage:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) * 8;
Tint:= (ExplosionBorderColor and RMask shl RShift) or
(ExplosionBorderColor and GMask shl GShift) or
(ExplosionBorderColor and BMask shl BShift) or $FF;
end
end;
gtGrave: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_6;
end;
gtBee: begin
gear^.Radius:= 5;
if gear^.Timer = 0 then gear^.Timer:= 500;
gear^.RenderTimer:= true;
gear^.Elasticity:= _0_9;
gear^.Tag:= 0;
gear^.State:= Gear^.State or gstSubmersible
end;
gtSeduction: begin
gear^.Radius:= 250;
end;
gtShotgunShot: begin
if gear^.Timer = 0 then gear^.Timer:= 900;
gear^.Radius:= 2
end;
gtPickHammer: begin
gear^.Radius:= 10;
if gear^.Timer = 0 then gear^.Timer:= 4000
end;
gtHammerHit: begin
gear^.Radius:= 8;
if gear^.Timer = 0 then gear^.Timer:= 125
end;
gtRope: begin
gear^.Radius:= 3;
gear^.Friction:= _450 * _0_01 * cRopePercent;
RopePoints.Count:= 0;
end;
gtMine: begin
gear^.ImpactSound:= sndMineImpact;
gear^.nImpactSounds:= 1;
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _1;
if gear^.Timer = 0 then
begin
if cMinesTime < 0 then
gear^.Timer:= getrandom(51)*100
else
gear^.Timer:= cMinesTime
end
end;
gtSMine: begin
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _1_6;
gear^.AdvBounce:= 1;
if gear^.Timer = 0 then gear^.Timer:= 500;
end;
gtKnife: begin
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _4;
gear^.Radius:= 7
end;
gtCase: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_3;
if gear^.Timer = 0 then gear^.Timer:= 500
end;
gtExplosives: begin
gear^.AdvBounce:= 1;
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_4;
gear^.Friction:= _0_995;
gear^.Density:= _6;
gear^.Health:= cBarrelHealth;
gear^.Z:= cHHZ-1
end;
gtDEagleShot: begin
gear^.Radius:= 1;
gear^.Health:= 50
end;
gtSniperRifleShot: begin
gear^.Radius:= 1;
gear^.Health:= 50
end;
gtDynamite: begin
gear^.Radius:= 3;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_03;
gear^.Density:= _2;
if gear^.Timer = 0 then gear^.Timer:= 5000;
end;
gtCluster: begin
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Radius:= 2;
gear^.Density:= _1_5;
gear^.RenderTimer:= true
end;
gtShover: gear^.Radius:= 20;
gtFlame: begin
gear^.Tag:= GetRandom(32);
gear^.Radius:= 1;
gear^.Health:= 5;
gear^.Density:= _1;
if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
begin
gear^.dY:= (getrandomf - _0_8) * _0_03;
gear^.dX:= (getrandomf - _0_5) * _0_4
end
end;
gtFirePunch: begin
if gear^.Timer = 0 then gear^.Timer:= 3000;
gear^.Radius:= 15;
gear^.Tag:= Y
end;
gtAirAttack: begin
gear^.Z:= cHHZ+2;
gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
end;
gtAirBomb: begin
gear^.Radius:= 5;
gear^.Density:= _2;
end;
gtBlowTorch: begin
gear^.Radius:= cHHRadius + cBlowTorchC;
if gear^.Timer = 0 then gear^.Timer:= 7500
end;
gtSwitcher: begin
gear^.Z:= cCurrHHZ
end;
gtTarget: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_3;
end;
gtTardis: begin
gear^.Pos:= 1;
gear^.Z:= cCurrHHZ+1;
end;
gtMortar: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_2;
gear^.Friction:= _0_08;
gear^.Density:= _1;
end;
gtWhip: gear^.Radius:= 20;
gtHammer: gear^.Radius:= 20;
gtKamikaze: begin
gear^.Health:= 2048;
gear^.Radius:= 20
end;
gtCake: begin
gear^.Health:= 2048;
gear^.Radius:= 7;
gear^.Z:= cOnHHZ;
gear^.RenderTimer:= true;
gear^.DirAngle:= -90 * hwSign(Gear^.dX);
if not dX.isNegative then
gear^.Angle:= 1
else
gear^.Angle:= 3
end;
gtHellishBomb: begin
gear^.ImpactSound:= sndHellishImpact1;
gear^.nImpactSounds:= 4;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_5;
gear^.Friction:= _0_96;
gear^.Density:= _1_5;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 5000
end;
gtDrill: begin
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
if gear^.Timer = 0 then
gear^.Timer:= 5000;
// Tag for drill strike. if 1 then first impact occured already
gear^.Tag := 0;
gear^.Radius:= 4;
gear^.Density:= _1;
end;
gtBall: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Tag:= random(8);
if gear^.Timer = 0 then gear^.Timer:= 5000;
gear^.Elasticity:= _0_7;
gear^.Friction:= _0_995;
gear^.Density:= _1_5;
end;
gtBallgun: begin
if gear^.Timer = 0 then gear^.Timer:= 5001;
end;
gtRCPlane: begin
if gear^.Timer = 0 then gear^.Timer:= 15000;
gear^.Health:= 3;
gear^.Radius:= 8;
gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
end;
gtJetpack: begin
gear^.Health:= 2000;
gear^.Damage:= 100;
gear^.State:= Gear^.State or gstSubmersible
end;
gtMolotov: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 6;
gear^.Density:= _2
end;
gtBirdy: begin
gear^.Radius:= 16; // todo: check
gear^.Health := 2000;
gear^.FlightTime := 2
end;
gtEgg: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_96;
gear^.Density:= _1;
if gear^.Timer = 0 then
gear^.Timer:= 3000
end;
gtPortal: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 17;
// set color
gear^.Tag:= 2 * gear^.Timer;
gear^.Timer:= 15000;
gear^.RenderTimer:= false;
gear^.Health:= 100;
end;
gtPiano: begin
gear^.Radius:= 32;
gear^.Density:= _50;
end;
gtSineGunShot: begin
gear^.Radius:= 5;
gear^.Health:= 6000;
end;
gtFlamethrower: begin
gear^.Tag:= 10;
if gear^.Timer = 0 then gear^.Timer:= 10;
gear^.Health:= 500;
gear^.Damage:= 100;
end;
gtLandGun: begin
gear^.Tag:= 10;
if gear^.Timer = 0 then gear^.Timer:= 10;
gear^.Health:= 1000;
gear^.Damage:= 100;
end;
gtPoisonCloud: begin
if gear^.Timer = 0 then gear^.Timer:= 5000;
gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
gear^.Tint:= $C0C000C0
end;
gtResurrector: begin
gear^.Radius := 100;
gear^.Tag := 0;
gear^.Tint:= $F5DB35FF
end;
gtWaterUp: begin
gear^.Tag := 47;
end;
gtNapalmBomb: begin
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
if gear^.Timer = 0 then gear^.Timer:= 1000;
gear^.Radius:= 5;
gear^.Density:= _1_5;
end;
{
gtStructure: begin
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _0_9;
gear^.Radius:= 13;
gear^.Health:= 200;
gear^.Timer:= 0;
gear^.Tag:= TotalRounds + 3;
gear^.Pos:= 1;
end;
}
gtIceGun: begin
gear^.Health:= 1000;
gear^.Radius:= 8;
end;
gtGenericFaller:begin
gear^.AdvBounce:= 1;
gear^.Radius:= 1;
gear^.Elasticity:= _0_9;
gear^.Friction:= _0_995;
gear^.Density:= _1;
end;
end;
InsertGearToList(gear);
AddGear:= gear;
ScriptCall('onGearAdd', gear^.uid);
end;
procedure DeleteGear(Gear: PGear);
var team: PTeam;
t,i: Longword;
k: boolean;
begin
ScriptCall('onGearDelete', gear^.uid);
DeleteCI(Gear);
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil;
// make sure that portals have their link removed before deletion
if (Gear^.Kind = gtPortal) then
begin
if (Gear^.LinkedGear <> nil) then
if (Gear^.LinkedGear^.LinkedGear = Gear) then
Gear^.LinkedGear^.LinkedGear:= nil;
end
else if Gear^.Kind = gtHedgehog then
(*
This behaviour dates back to revision 4, and I accidentally encountered it with TARDIS. I don't think it must apply to any modern weapon, since if it was actually hit, the best the gear could do would be to destroy itself immediately, and you'd still end up with two graves. I believe it should be removed
if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
begin
AttackBar:= 0;
Gear^.Message:= gmDestroy;
CurAmmoGear^.Message:= gmDestroy;
exit
end
else*)
begin
if (Gear <> CurrentHedgehog^.Gear) or (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtKamikaze) then
Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
if (hwRound(Gear^.Y) >= cWaterLine) then
begin
t:= max(Gear^.Damage, Gear^.Health);
Gear^.Damage:= t;
if (((not SuddenDeathDmg) and (WaterOpacity < $FF)) or (SuddenDeathDmg and (WaterOpacity < $FF)))
and (hwRound(Gear^.Y) < cWaterLine + 256) then
spawnHealthTagForHH(Gear, t);
end;
team:= Gear^.Hedgehog^.Team;
if CurrentHedgehog^.Gear = Gear then
begin
AttackBar:= 0;
FreeActionsList; // to avoid ThinkThread on drawned gear
if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0)
and (CurrentHedgehog^.MultiShootAttacks > 0) then
OnUsedAmmo(CurrentHedgehog^);
end;
Gear^.Hedgehog^.Gear:= nil;
if Gear^.Hedgehog^.King then
begin
// are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough
k:= false;
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then
k:= true;
if not k then
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
begin
team^.Clan^.Teams[i]^.hasGone:= true;
TeamGoneEffect(team^.Clan^.Teams[i]^)
end
end;
// should be not CurrentHedgehog, but hedgehog of the last gear which caused damage to this hog
// same stand for CheckHHDamage
if (Gear^.LastDamage <> nil) then
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
else
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
inc(KilledHHs);
RecountTeamHealth(team);
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Effects[heResurrectable] <> 0) and
//(Gear^.Hedgehog^.Effects[heResurrectable] = 0) then
(Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan) then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
FreeTexture(Team^.AIKillsTex);
Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
end
end;
with Gear^ do
begin
AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
AddRandomness(X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac)
end;
if CurAmmoGear = Gear then
CurAmmoGear:= nil;
if FollowGear = Gear then
FollowGear:= nil;
if lastGearByUID = Gear then
lastGearByUID := nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;
end.