diff -r 6bd1950de78b -r 7668f92734b8 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Thu Feb 28 09:08:25 2013 -0500 +++ b/hedgewars/GSHandlers.inc Thu Feb 28 20:11:16 2013 +0200 @@ -5091,22 +5091,6 @@ end; end; -procedure DrawIce(x, y: Longint); - const iceRadius :Longint = 32; -var - i, j: Longint; - weight: Longint; - landRect : TSDL_RECT; -begin - FillRoundInLandWithIce(x, y, iceRadius); - SetAllHHToActive; - landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1); - landRect.y := min(max(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); -end; - procedure doStepIceGun(Gear: PGear); const iceWaitCollision:Longint = 0; @@ -5114,6 +5098,7 @@ const iceWaitNextTarget:Longint = 2; const iceCollideWithHog:Longint = 4; const groundFreezingTime:Longint = 1000; +const iceRadius = 32; var HHGear: PGear; ndX, ndY: hwFloat; @@ -5175,7 +5160,8 @@ if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then begin - DrawIce(Target.X, Target.Y); + FillRoundInLandWithIce(Target.X, Target.Y, iceRadius); + SetAllHHToActive; IceState := iceWaitNextTarget; end;