Remove a bunch of dead out-commented code
authorWuzzy <Wuzzy2@mail.ru>
Mon, 14 Jan 2019 03:52:09 +0100
changeset 14577 34e810295d08
parent 14576 1d3dc553829c
child 14578 9be988a01565
Remove a bunch of dead out-commented code
hedgewars/hwengine.pas
hedgewars/uGears.pas
hedgewars/uGearsHandlersMess.pas
hedgewars/uGearsRender.pas
hedgewars/uGearsUtils.pas
hedgewars/uVisualGears.pas
hedgewars/uVisualGearsHandlers.pas
hedgewars/uVisualGearsList.pas
--- a/hedgewars/hwengine.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/hwengine.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -264,7 +264,6 @@
                 SDL_MOUSEWHEEL:
                     begin
                     wheelEvent:= true;
-                    //ProcessMouseWheel(event.wheel.x, event.wheel.y);
                     ProcessMouseWheel(event.wheel.y);
                     end;
 {$ENDIF}
@@ -354,7 +353,6 @@
 
 ///////////////////////////////////////////////////////////////////////////////
 procedure GameRoutine;
-//var p: TPathType;
 var s: shortstring;
     i: LongInt;
 begin
@@ -380,7 +378,6 @@
         end;
 
     if not allOK then exit;
-    //SDL_StartTextInput();
     SDL_ShowCursor(0);
 
 
@@ -450,7 +447,6 @@
 
     isDeveloperMode:= false;
     if checkFails(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
-    //ParseCommand('rotmask', true);
     if not allOK then exit;
 
 {$IFDEF USE_VIDEO_RECORDING}
--- a/hedgewars/uGears.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGears.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -67,7 +67,6 @@
     stChKing, stSuddenDeath, stDelay3, stHealth, stSpawn, stDelay4,
     stNTurn);
     NewTurnTick: LongWord;
-    //SDMusic: shortstring;
 
 const delaySDStart = 1600;
       delaySDWarning = 1000;
@@ -281,8 +280,6 @@
                 curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall);
                 end;
             curHandledGear^.doStep(curHandledGear);
-            // might be useful later
-            //ScriptCall('onGearStep', Gear^.uid);
             end
         end
     end;
@@ -540,7 +537,6 @@
 
 if TurnTimeLeft > 0 then
     if IsClockRunning() then
-        //(CurrentHedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])
         begin
         if (cHedgehogTurnTime > TurnTimeLeft)
         and (CurrentHedgehog^.Gear <> nil)
@@ -628,13 +624,6 @@
             for i:= 0 to cMaxHHIndex do
                 with Hedgehogs[i] do
                     begin
-(*
-                    if (SpeechGear <> nil) then
-                        begin
-                        DeleteVisualGear(SpeechGear);  // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue
-                        SpeechGear:= nil
-                        end;
-*)
 
                     if (Gear <> nil) then
                         begin
@@ -798,9 +787,6 @@
                                 ((rdx.Round+rdy.Round < Gear^.Angle) and
                                 (hwRound(hwSqr(rdx) + hwSqr(rdy)) < sqr(Gear^.Angle))) then
                                 begin
-    // Debug line. Remove later
-    // AddFileLog('Too Close to Hog @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');
-
                                 p:= 1
                                 end
                             end;
@@ -850,7 +836,7 @@
     rdx:= _90-(GetRandomf*_360);
     rdy:= _90-(GetRandomf*_360);
     Gear:= AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF);
-    // Tag=1: This allows this generic faller to be displaced randomly by events
+    // This allows this generic faller to be displaced randomly by events
     Gear^.Tag:= 1;
     end;
 
@@ -983,7 +969,6 @@
                                     FindPlace(Gear, false, t, t + playWidth div ClansCount, true);// could make Gear == nil;
                                 if Gear <> nil then
                                     begin
-                                    //AddCI(Gear);  uncomment if new hogs should be able to spawn on top of old ones.
                                     Gear^.Pos:= GetRandom(49);
                                     // unless the world is wrapping, make outter teams face to map center
                                     if (WorldEdge <> weWrap) and ((p = 0) or (p = ClansCount - 1)) then
@@ -1018,7 +1003,6 @@
             FindPlace(ar[i]^.Gear, false, leftX, rightX, true);
         if ar[i]^.Gear <> nil then
             begin
-            //AddCI(ar[i]^.Gear); uncomment if new hogs should be able to spawn on top of old ones
             ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2;
             ar[i]^.Gear^.Pos:= GetRandom(19)
             end;
@@ -1278,14 +1262,6 @@
 
     if text = '' then text:= '...';
 
-    (*
-    if CheckNoTeamOrHH then
-        begin
-        ParseCommand('say ' + text, true);
-        exit
-        end;
-    *)
-
     if (x < 4) and (TeamsArray[t] <> nil) then
         begin
             // if team matches current hedgehog team, default to current hedgehog
@@ -1422,7 +1398,6 @@
     step:= stDelay1;
     upd:= 0;
 
-    //SDMusic:= 'hell.ogg';
     NewTurnTick:= $FFFFFFFF;
 end;
 
--- a/hedgewars/uGearsHandlersMess.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsHandlersMess.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -358,7 +358,6 @@
 procedure doStepFallingGear(Gear: PGear);
 var
     isFalling: boolean;
-    //tmp: QWord;
     tX, tdX, tdY: hwFloat;
     collV, collH, gX, gY: LongInt;
     land, xland: word;
@@ -479,10 +478,8 @@
         xland:= TestCollisionXwithGear(Gear, -hwSign(Gear^.dX));
         if xland <> 0 then collH := -hwSign(Gear^.dX)
         end;
-    //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
     if (collV <> 0) and (collH <> 0) and
        (((Gear^.AdvBounce=1) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)))) then
- //or ((xland or land) and lfBouncy <> 0)) then
         begin
         if (xland or land) and lfBouncy = 0 then
             begin
@@ -535,7 +532,6 @@
     Gear^.X := Gear^.X + Gear^.dX;
     Gear^.Y := Gear^.Y + Gear^.dY;
     CheckGearDrowning(Gear);
-    //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
     if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
         Gear^.State := Gear^.State and (not gstMoving)
     else
@@ -713,14 +709,6 @@
         gY := hwRound(Gear^.Y);
         for i:= 0 to 4 do
             begin
-            (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
-            if glass <> nil then
-                begin
-                glass^.Frame:= 2;
-                glass^.Tint:= $41B83ED0 - i * $10081000;
-                glass^.dX:= 1/(10*(random(11)-5));
-                glass^.dY:= -1/(random(4)+5);
-                end;*)
             glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
             if glass <> nil then
                 with glass^ do
@@ -868,17 +856,6 @@
             else if 360 < DirAngle then
                 DirAngle := DirAngle - 360;
             end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
-        inc(Health, 8);
-        if longword(Health) > vobFrameTicks then
-            begin
-            dec(Health, vobFrameTicks);
-            inc(Timer);
-            if Timer = vobFramesCount then
-                Timer:= 0
-            end;
-*)
     // move back to cloud layer
         if CheckCoordInWater(xx, yy) then
             move:= true
@@ -2396,7 +2373,6 @@
             ScriptCall('onGearDamage', Gear^.UID, dmg)
             end;
         CalcRotationDirAngle(Gear);
-        //CheckGearDrowning(Gear)
         end
     else
         begin
@@ -2404,22 +2380,6 @@
         AddCI(Gear)
         end;
 
-(*
-Attempt to make a barrel knock itself over an edge.  Would need more checks to avoid issues like burn damage
-    begin
-    x:= hwRound(Gear^.X);
-    y:= hwRound(Gear^.Y);
-    if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
-        if (Land[y+1, x] = 0) then
-            begin
-            if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
-                Gear^.dX:= -_0_08
-            else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
-                Gear^.dX:= _0_08;
-            end;
-    if Gear^.dX.QWordValue = 0 then AddCI(Gear)
-    end; *)
-
     if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
         Gear^.dY := _0;
     if hwAbs(Gear^.dX) < _0_001 then
@@ -2490,7 +2450,6 @@
 
     if k = gtExplosives then
         begin
-        //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
         if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
             begin
             Gear^.doStep := @doStepRollingBarrel;
@@ -2570,7 +2529,6 @@
             else if Gear^.dY < - _0_03 then
                 PlaySound(Gear^.ImpactSound);
             end;
-        //if Gear^.dY > - _0_001 then Gear^.dY:= _0
         CheckGearDrowning(Gear);
         end;
 
@@ -2741,12 +2699,10 @@
                     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;
 
-            //if sticky then Gear^.X := Gear^.X + Gear^.dX else
             Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
             Gear^.Y := Gear^.Y + Gear^.dY;
         end;
@@ -2821,7 +2777,7 @@
                     Gear^.Radius := 1;
                     end
                 else if ((GameTicks and $3) = 3) then
-                    doMakeExplosion(gX, gY, Gear^.Boom * 4, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+                    doMakeExplosion(gX, gY, Gear^.Boom * 4, Gear^.Hedgehog, 0);
 
                 if ((GameTicks and $7) = 0) and (Random(2) = 0) then
                     for i:= Random(2) downto 0 do
@@ -2918,7 +2874,6 @@
     AllInactive := false;
     HHGear := Gear^.Hedgehog^.Gear;
     DeleteCI(HHGear);
-    //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
     HHGear^.dX := SignAs(cLittle, Gear^.dX);
 
     HHGear^.dY := - _0_3;
@@ -3033,8 +2988,6 @@
                 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);
                 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
-            //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
-            //                 Gear^.Tag, _0, 5000);
             end;
             Gear^.dX := Gear^.dX + int2hwFloat(Gear^.Damage * Gear^.Tag);
             if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
@@ -3326,12 +3279,10 @@
     if ((Gear^.Message and (not (gmSwitch or gmPrecise))) <> 0) or (TurnTimeLeft = 0) then
         begin
         hedgehog := Gear^.Hedgehog;
-        //Msg := Gear^.Message and (not gmSwitch);
         ApplyAmmoChanges(hedgehog^);
 
         HHGear := CurrentHedgehog^.Gear;
         ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //HHGear^.Message := Msg;
         DeleteGear(Gear);
         exit
         end;
@@ -3491,9 +3442,6 @@
 
         inc(Gear^.Damage, 2);
 
-        //  if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
-        //      or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
         dec(i)
     until (i = 0)
     or (Gear^.Damage > Gear^.Health);
@@ -3637,10 +3585,6 @@
     if Gear^.Pos = 0 then
         begin
 ///////////// adapted from doMakeExplosion ///////////////////////////
-        //fX:= Gear^.X;
-        //fY:= Gear^.Y;
-        //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
-        //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
         fX:= int2hwFloat(hwRound(Gear^.X));
         fY:= int2hwFloat(hwRound(Gear^.Y));
         dmgBase:= Gear^.Boom shl 1 + cHHRadius div 2;
@@ -3912,30 +3856,6 @@
         end ;
     AfterAttack;
     DeleteGear(Gear);
-
-(*
-    Gear^.X := Gear^.X + Gear^.dX;
-    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) then
-        if (Land[y, x] <> 0) then
-            begin
-            Gear^.dX.isNegative := not Gear^.dX.isNegative;
-            Gear^.dY.isNegative := not Gear^.dY.isNegative;
-            Gear^.dX := Gear^.dX * _1_5;
-            Gear^.dY := Gear^.dY * _1_5 - _0_3;
-            AmmoShove(Gear, 0, 40);
-            AfterAttack;
-            DeleteGear(Gear)
-            end
-        else
-    else
-        begin
-        AfterAttack;
-        DeleteGear(Gear)
-        end*)
 end;
 
 procedure doStepSeductionWear(Gear: PGear);
@@ -3970,14 +3890,6 @@
         if heart <> nil then
             with heart^ do
                 begin
-                { // old calcs
-                dx:= 0.001 * (random(200));
-                dy:= 0.001 * (random(200));
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                }
 
                 // randomize speed in both directions
                 dx:= 0.001 * (random(201));
@@ -4015,7 +3927,6 @@
 procedure doStepSeduction(Gear: PGear);
 begin
     AllInactive := false;
-    //DeleteCI(Gear^.Hedgehog^.Gear);
     Gear^.doStep := @doStepSeductionWear
 end;
 
@@ -4415,14 +4326,8 @@
         dec(Gear^.Pos);
     AllInactive := false;
     HHGear := Gear^.Hedgehog^.Gear;
-    //dec(Gear^.Timer);
     move := _0_2;
     fuel := 50;
-(*if (HHGear^.Message and gmPrecise) <> 0 then
-    begin
-    move:= _0_02;
-    fuel:= 5;
-    end;*)
     if HHGear^.Message and gmPrecise <> 0 then
         HedgehogChAngle(HHGear)
     else if (Gear^.Health > 0) or (Gear^.Health = JETPACK_FUEL_INFINITE) then
@@ -4520,9 +4425,8 @@
     or (HHGear^.dY < _0) then
         doStepHedgehogMoving(HHGear);
 
-    if // (Gear^.Health = 0)
+    if
         (HHGear^.Damage <> 0)
-        //or CheckGearDrowning(HHGear)
         // drown if too deep under water
         or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
         or (TurnTimeLeft = 0)
@@ -4540,11 +4444,6 @@
                 HHGear^.Hedgehog^.CurAmmoType:= amJetpack;
             isCursorVisible := false;
             ApplyAmmoChanges(HHGear^.Hedgehog^);
-        //    if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
-
-//    Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
-
-//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
             DeleteGear(Gear);
             end
 end;
@@ -4789,7 +4688,6 @@
     AllInactive := false;
     Gear^.dX := Gear^.dX;
     doStepFallingGear(Gear);
-    //    CheckGearDrowning(Gear); // already checked for in doStepFallingGear
     CalcRotationDirAngle(Gear);
 
     if (Gear^.State and gstCollision) <> 0 then
@@ -5415,7 +5313,7 @@
         CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
         end;
 
-    if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
+    if (Gear^.Pos = 5) then
         begin
         Gear^.dY := Gear^.dY + cGravity * 2;
         Gear^.Y := Gear^.Y + Gear^.dY;
@@ -5743,7 +5641,6 @@
                     SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
                     AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
             flame^.CollisionMask:= lfNotCurHogCrate;
-            //flame^.FlightTime:= 500;  use the default huge value to avoid sticky flame suddenly being damaging as opposed to other flames
 
             if (Gear^.Health mod 30) = 0 then
                 begin
@@ -5751,7 +5648,6 @@
                         SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
                         AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
                 flame^.CollisionMask:= lfNotCurHogCrate;
-        //flame^.FlightTime:= 500;
                 end
             end;
         Gear^.Timer:= Gear^.Tag
@@ -5924,7 +5820,6 @@
         if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
             begin
             dmg:= 0;
-            //tmp^.State:= tmp^.State or gstFlatened;
             if (tmp^.Kind <> gtHedgehog) or (tmp^.Hedgehog^.Effects[heInvulnerable] = 0) then
                 begin
                 // base damage on remaining health
@@ -5942,7 +5837,6 @@
 
             if (tmp^.Kind <> gtHedgehog) or (dmg > 0) or (tmp^.Health > tmp^.Damage) then
                 begin
-                //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
                 tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
                 tmp2^.LinkedGear:= tmp;
                 SetAllToActive
@@ -5986,7 +5880,6 @@
         if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
            , lfIndestructible) then
             begin
-            //Gear^.X := Gear^.X + Gear^.dX;
             Gear^.Y := Gear^.Y + _1_9
             end;
         end;
@@ -5998,13 +5891,10 @@
         end
     else
         begin
-        //Gear^.dY := Gear^.dY + cGravity;
-        //Gear^.Y := Gear^.Y + Gear^.dY;
         if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
             Gear^.Timer := 1
         end;
 
-    //Gear^.X := Gear^.X + HitGear^.dX;
     HitGear^.X := Gear^.X;
     HitGear^.Y := Gear^.Y;
     SetLittle(HitGear^.dY);
@@ -6049,13 +5939,6 @@
     AllInactive := false;
     hh := Gear^.Hedgehog;
 
-    // no, you can't do that here
-    {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
-            cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
-    }
-    (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
-            $FF);*)
-
     if ((Gear^.Message and gmUp) <> 0) then
         begin
         if (GameTicks and $F) <> 0 then
@@ -6091,12 +5974,6 @@
         RecountTeamHealth(hh^.Team);
         inc(graves.ar^[Gear^.Tag]^.Health);
         inc(Gear^.Tag)
-{-for i:= 0 to High(graves) do begin
-            if hh^.Gear^.Health > 0 then begin
-                dec(hh^.Gear^.Health);
-                inc(graves[i]^.Health);
-            end;
-        end; -}
         end
     else
         begin
@@ -6132,7 +6009,6 @@
         Gear^.Timer := 250;
         Gear^.doStep := @doStepIdle;
         end
-    //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
 end;
 
 procedure doStepResurrector(Gear: PGear);
@@ -6245,8 +6121,7 @@
             ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
                 HideHog(HH)
             end
-        //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
-        else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
+        else if (HH^.GearHidden <> nil) then
             begin
             RestoreHog(HH);
             s:= ansistring(HH^.Name);
@@ -6352,9 +6227,8 @@
 ////////////////////////////////////////////////////////////////////////////////
 
 (*
-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.
+The ice gun has the following effects:
+A "ray" like a deagle is 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".
   * 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.
@@ -6362,10 +6236,8 @@
     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.
 A frozen hog will animate differently.
-    To be decided, but possibly in a similar fashion to a grave when it comes to explosions.
-    The hog might (possibly) not be damaged by explosions.
+    Frozen hogs take less damage and are harder to push.
     This might make freezing potentially useful for friendlies in a bad position.
-    It might be better to allow damage though.
 A frozen hog stays frozen for a certain number of turns.
     Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
 *)
@@ -6407,8 +6279,6 @@
 
 
 procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-//    var
-//    iter:PGear;
 begin
   with Gear^ do
   begin
@@ -6425,10 +6295,7 @@
 procedure doStepIceGun(Gear: PGear);
 const iceWaitCollision = 0;
 const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
 const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
 const groundFreezingTime = 1000;
 const iceRadius = 32;
 const iceHeight = 40;
@@ -6604,7 +6471,6 @@
                         iter:= iter^.NextGear
                         end;
 
-                    // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
                     SetAllHHToActive;
                     Timer := iceWaitCollision;
                     Power:= GameTicks
@@ -6624,22 +6490,6 @@
                     SetAllHHToActive;
                     Timer := iceWaitCollision;
                     end;
-(*
- Any ideas for something that would look good here?
-                if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
-                    begin
-                        vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
-                        if vg <> nil then
-                            begin
-                            i:= random(100) + 155;
-                            vg^.Tint:= IceColor or $FF;
-                            vg^.Angle:= random(360);
-                            vg^.dx:= 0.001 * random(80);
-                            vg^.dy:= 0.001 * random(80)
-                            end
-                    end;
-*)
-
 // freeze nearby hogs
                 hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
                 if hogs.size > 0 then
@@ -6907,8 +6757,6 @@
 
 ////////////////////////////////////////////////////////////////////////////////
 procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-//    la: hwFloat;
 var   a: real;
 begin
     // Gear is shrunk so it can actually escape the hog without carving into the terrain
@@ -6932,29 +6780,12 @@
         end
     else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
         begin
-        (*ox:= 0; oy:= 0;
-        if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
-        if TestCollisionXwithGear(Gear, 1)  <> 0 then ox:=  1;
-        if TestCollisionXwithGear(Gear, -1) <> 0 then ox:= -1;
-        if TestCollisionYwithGear(Gear, 1)  <> 0 then oy:=  1;
-
-        la:= _10000;
-        if (ox <> 0) or (oy <> 0) then
-            la:= CalcSlopeNearGear(Gear, ox, oy);
-        if la = _10000 then
-            begin
-            // debug for when we couldn't get an angle
-            //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
         if Gear^.Health > 0 then
             PlaySound(Gear^.ImpactSound);
 
             Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
             if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
              ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- //           end
- //       else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- //       AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
         Gear^.dX:= _0;
         Gear^.dY:= _0;
         Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
@@ -7056,137 +6887,4 @@
     Gear^.doStep := @doStepBulletWork
 end;
 
-(*
- 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,
-    gx, gy, ga,  // gear x,y,angle
-    lx, ly, la, // land x,y,angle
-    ox, oy, // x,y offset
-    w, h,   // wXh of clip area
-    tx, ty  // tip position in sprite
-    : LongInt;
-    surf: PSDL_Surface;
-    s: hwFloat;
-
-begin
-    Gear^.dY := Gear^.dY + cGravity;
-    if (GameFlags and gfMoreWind) <> 0 then
-        Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
-    Gear^.X := Gear^.X + Gear^.dX;
-    Gear^.Y := Gear^.Y + Gear^.dY;
-    CheckGearDrowning(Gear);
-    gx:= hwRound(Gear^.X);
-    gy:= hwRound(Gear^.Y);
-    if Gear^.State and gstDrowning <> 0 then exit;
-    with Gear^ do
-        begin
-        if CheckLandValue(gx, gy, lfLandMask) then
-            begin
-            t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
-            if t < 0 then inc(t, 4096)
-            else if 4095 < t then dec(t, 4096);
-            Angle:= t;
-
-            DirAngle:= Angle / 4096 * 360
-            end
-        else
-            begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
-            t:= Angle mod 1024;
-            case t div 128 of
-                0:  begin
-                    ox:=   2; oy:= 5;
-                    w :=  25;  h:= 5;
-                    tx:=   0; ty:= 2
-                    end;
-                1:  begin
-                    ox:=   2; oy:= 15;
-                     w:=  24;  h:=  8;
-                    tx:=   0; ty:=  7
-                    end;
-                2:  begin
-                    ox:=   2; oy:= 27;
-                     w:=  23;  h:= 12;
-                    tx:= -12; ty:= -5
-                    end;
-                3:  begin
-                    ox:=   2; oy:= 43;
-                     w:=  21;  h:= 15;
-                    tx:=   0; ty:= 14
-                    end;
-                4:  begin
-                    ox:= 29; oy:=  8;
-                     w:= 19;  h:= 19;
-                    tx:=  0; ty:= 17
-                    end;
-                5:  begin
-                    ox:= 29; oy:=  32;
-                     w:= 15;  h:=  21;
-                    tx:=  0; ty:=  20
-                    end;
-                6:  begin
-                    ox:= 51; oy:=   3;
-                     w:= 11;  h:=  23;
-                    tx:=  0; ty:=  22
-                    end;
-                7:  begin
-                    ox:= 51; oy:=  34;
-                     w:=  7;  h:=  24;
-                    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
-            lx := 0;
-            ly := 0;
-            if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
-                begin
-                la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
-                ga:= vector2Angle(dX, dY);
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
-                // change  to 0 to 4096 forced by LongWord in Gear
-                if la < 0 then la:= 4096+la;
-                if ga < 0 then ga:= 4096+ga;
-                if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
-                    begin
-                    if Angle >= 2048 then dec(Angle, 2048)
-                    else if Angle < 2048 then inc(Angle, 2048)
-                    end;
-                AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
-                end;
-            case Angle div 1024 of
-                0:  begin
-                    flipSurface(surf, true);
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
-                    end;
-                1:  begin
-                    flipSurface(surf, false);
-                    BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
-                    end;
-                2:  begin // knife was actually drawn facing this way...
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
-                    end;
-                3:  begin
-                    flipSurface(surf, true);
-                    BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
-                    end
-                end;
-            SDL_FreeSurface(surf);
-            // this needs to calculate actual width/height + land clipping since update texture doesn't.
-            // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
-            UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
-            DeleteGear(Gear);
-            exit
-            end
-        end;
-end;
-*)
-
 end.
--- a/hedgewars/uGearsRender.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsRender.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -69,8 +69,6 @@
 if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
     begin
     EnableTexture(false);
-    //glEnable(GL_LINE_SMOOTH);
-
     
     Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF);
 
@@ -92,7 +90,6 @@
     openglPopMatrix();
 
     EnableTexture(true);
-    //glDisable(GL_LINE_SMOOTH)
     end
 end;
 
@@ -426,7 +423,7 @@
         begin
         if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
 /// If current ammo is active, and current ammo has alt attack and uses a crosshair  (rope, basically, right now, with no crosshair for parachute/saucer
-            (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
+            (((CurAmmoGear <> nil) and
             // don't render crosshair/laser during kamikaze
             ((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and
              ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
@@ -816,9 +813,6 @@
                 amSeduction: begin
                              DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
                              DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
-                             //Tint($FF, $0, $0, $AA);
-                             //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
-                             //untint;
                              end;
                 amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
                 amRCPlane: begin
@@ -915,17 +909,6 @@
                     0);
 
                 HatVisible:= true;
-                (* with HH^ do
-                    if (HatTex <> nil)
-                    and (HatVisibility > 0) then
-                        DrawTextureF(HatTex,
-                            HatVisibility,
-                            sx,
-                            sy - 5,
-                            0,
-                            sign,
-                            32,
-                            32); *)
             end;
 
             defaultPos:= false
@@ -1099,13 +1082,6 @@
 
     if (Gear^.State and gstHHDriven) <> 0 then
         begin
-    (*    if (CurAmmoGear = nil) then
-            begin
-            amt:= CurrentHedgehog^.CurAmmoType;
-            case amt of
-                amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
-                end
-            end; *)
         if (CurAmmoGear = nil) then
             begin
                 if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
@@ -1189,11 +1165,9 @@
                 tx := ox;
 
                 // don't go offscreen
-                //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
-                //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
-                t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor);
+                t:= 32;
                 tx := min(max(tx, ViewLeftX + t), ViewRightX  - t);
-                t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor);
+                t:= 32;
                 ty := min(ty, ViewBottomY - 96);
                 // don't overlap with HH or HH tags
                 if ty < ViewTopY + t then
@@ -1272,15 +1246,12 @@
     aAngle: real;
     startX, endX, startY, endY: LongInt;
 begin
-	// airmine has its own sprite
+    // airmine has its own sprite
     if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF);
-    //if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF);
     if Gear^.Target.X <> NoPointX then
         if Gear^.AmmoType = amBee then
             DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
     else if Gear^.AmmoType = amIceGun then
-        //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8)
-        //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
         DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
     else
         begin
@@ -1343,9 +1314,7 @@
                     DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
                     if Gear^.Health > 0 then
                         begin
-                        //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
                         Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
-                        //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
                         DrawSprite(sprVampiric, x - 24, y - 24, 0);
                         untint
                         end
@@ -1582,8 +1551,6 @@
                         Tint(Gear^.Tint);
                         // Needs a nicer white texture to tint
                         DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
-                        //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
-                        //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
                         untint;
                         end
                     else //if not isInLag then
@@ -1598,8 +1565,6 @@
                             DrawSprite(sprFlake, x, y, Gear^.Timer)
                         else
                             DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
-//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
-//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
                         if Gear^.FlightTime > 0 then
                             untint;
                         end;
@@ -1617,11 +1582,6 @@
                         DrawSprite(sprTardis, x-25, y-64,1);
                         if Gear^.Pos <> 2 then
                             untint
-(*
-                        Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
-                        DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
-                        untint
-*)
                         end;
             gtIceGun: begin
                       HHGear := Gear^.Hedgehog^.Gear;
--- a/hedgewars/uGearsUtils.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsUtils.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -118,11 +118,6 @@
     end;
 if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
 
-(*if (Mask and EXPLAllDamageInRadius) = 0 then
-    dmgRadius:= Radius shl 1
-else
-    dmgRadius:= Radius;
-dmgBase:= dmgRadius + cHHRadius div 2;*)
 dmgBase:= Radius shl 1 + cHHRadius div 2;
 
 // we might have to run twice if weWrap is enabled
@@ -136,8 +131,6 @@
 while Gear <> nil do
     begin
     dmg:= 0;
-    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
-    //if (dmg > 1) and
     if (Gear^.State and gstNoDamage) = 0 then
         begin
         case Gear^.Kind of
@@ -147,7 +140,6 @@
                 gtMelonPiece,
                 gtGrenade,
                 gtClusterBomb,
-            //    gtCluster, too game breaking I think
                 gtSMine,
                 gtAirMine,
                 gtCase,
@@ -326,11 +318,8 @@
 			tdy:= -cGravityf;
 			if random(2) = 0 then
 			    dx := -dx;
-			//if random(2) = 0 then
-			//    dy := -dy;
 			FrameTicks:= random(500) + 1000;
 			State:= ord(sprBubbles);
-			//Tint:= $bd2f03ff
 			Tint:= $ff0000ff
 			end
 	end
@@ -469,11 +458,6 @@
     if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then
         exit;
 
-    //if _0_6 < Gear^.dY then
-    //    PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
-    //else
-    //    PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
-
     if Gear^.LastDamage <> nil then
         ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
     else
@@ -487,7 +471,6 @@
     dAngle: real;
 begin
     // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
-    //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
     dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
     if not Gear^.dX.isNegative then
         Gear^.DirAngle := Gear^.DirAngle + dAngle
@@ -1788,37 +1771,6 @@
         end
     else
         WorldWrap:= true;
-{  else if WorldEdge = weSea then
-        begin
-        if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then
-            Gear^.State:= Gear^.State and (not gstSubmersible)
-        else
-            begin
-            Gear^.State:= Gear^.State or gstSubmersible;
-            Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
-            Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2);
-            tdx:= Gear^.dX;
-            Gear^.dX:= -Gear^.dY;
-            Gear^.dY:= tdx;
-            Gear^.dY.isNegative:= true
-            end
-        end;
-
----
-
-* Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neat
-This one would be really easy to freeze game unless it was flagged unfortunately.
-
-    else
-        begin
-        Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
-        Gear^.Y:= -_2048-_256-_256;
-        tdx:= Gear^.dX;
-        Gear^.dX:= Gear^.dY;
-        Gear^.dY:= tdx;
-        Gear^.dY.isNegative:= false
-        end
-}
     end;
 end;
 
--- a/hedgewars/uVisualGears.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGears.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -192,7 +192,6 @@
        Gear:= VisualGearLayers[1];
        while Gear <> nil do
           begin
-          //tinted:= false;
           if Gear^.Tint <> $FFFFFFFF then
               Tint(Gear^.Tint);
           case Gear^.Kind of
@@ -227,14 +226,13 @@
                              if Gear^.Angle <> 0 then
                                 DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle)
                              else
-                                //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
                                 DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height);
                              end;
                   vgtDroplet: begin
                               sprite:= GetSprite(sprDroplet, sprSDDroplet);
                               DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
                               end;
-                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
+                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
                vgtStraightShot: begin
                                 if Gear^.dX < 0 then
                                     i:= -1
@@ -243,7 +241,6 @@
                                 DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
                                 end;
               end;
-          //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
           if (Gear^.Tint <> $FFFFFFFF) then
               untint;
           Gear:= Gear^.NextGear
@@ -258,14 +255,6 @@
            if Gear^.Tint <> $FFFFFFFF then
                Tint(Gear^.Tint);
            case Gear^.Kind of
-(*
-              vgtFlake: begin
-                        sprite:= GetSprite(sprFlake, sprSDFlake);
-                        if speedlessFlakes then
-                            DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
-                        else
-                            DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
-                        end;*)
                vgtSpeechBubble: if (Gear^.Angle <> 0) then
                                 // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
                                     if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
--- a/hedgewars/uVisualGearsHandlers.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGearsHandlers.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -246,7 +246,6 @@
 
 Gear^.X:= Gear^.X + Gear^.dX * s;
 Gear^.Y:= Gear^.Y + Gear^.dY * s;
-//Gear^.dY:= Gear^.dY + cGravityf;
 
 if Gear^.FrameTicks <= Steps then
     if Gear^.Frame = 0 then
@@ -317,7 +316,7 @@
 begin
 Gear^.X:= Gear^.X + Gear^.dX * Steps;
 
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
 if (Gear^.State and gstTmpFlag) = 0 then
     begin
     Gear^.dY:= Gear^.dY + cGravityf * Steps;
@@ -421,7 +420,6 @@
 Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
 
 Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
-//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
 
 if Gear^.FrameTicks <= Steps then
     if Gear^.Frame = 0 then
@@ -624,7 +622,6 @@
 Gear^.Timer:= cSorterWorkTime;
 Gear^.doStep:= @doStepTeamHealthSorterWork;
 currsorter:= Gear;
-//doStepTeamHealthSorterWork(Gear, Steps)
 end;
 
 ////////////////////////////////////////////////////////////////////////////////
--- a/hedgewars/uVisualGearsList.pas	Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGearsList.pas	Mon Jan 14 03:52:09 2019 +0100
@@ -231,9 +231,6 @@
                 end;
     vgtDroplet:
                 begin
-                // old dx & dy calcs
-                // dx:= 0.001 * (random(180) - 90);
-                // dy:= -0.001 * (random(160) + 40);
                 // => min speed ~ 0.098, max speed ~ 0.218, speed range ~ 0.120
                 // => min angle(4096) ~ 129, max angle ~ 1919, angle range ~ 1790
                 dx:= 0.001 * (98 + random(121)); // speed
@@ -279,7 +276,6 @@
                 Timer:= 1500;
                 dY:= -0.08;
                 dX:= 0;
-                //gear^.Z:= 2002;
                 end;
   vgtSmokeTrace,
   vgtEvilTrace:
@@ -287,7 +283,6 @@
                 gear^.X:= gear^.X - 16;
                 gear^.Y:= gear^.Y - 16;
                 gear^.State:= 8;
-                //gear^.Z:= cSmokeZ
                 end;
 vgtBigExplosion:
                 begin