hedgewars/HHHandlers.inc
author unc0rr
Sun, 07 Jan 2007 16:53:16 +0000
changeset 308 806c3b55500d
parent 304 8096e69e839e
child 351 29bc9c36ad5f
permissions -rw-r--r--
Release mouse when keyboard focus lost
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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////////////////////////////////////////////////////////////////////////////////
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procedure Attack(Gear: PGear);
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var xx, yy: Double;
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begin
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with Gear^,
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     PHedgehog(Gear.Hedgehog)^ do
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     begin
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     if ((State and gstHHDriven) <> 0)and
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 //       (((State and gstAttacking) <> 0) or ((Message and gm_Attack) <> 0))and
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        ((State and (gstAttacked or gstMoving or gstHHChooseTarget)) = 0)and
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        (((State and gstFalling  ) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInFall) <> 0))and
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        (((State and gstHHJumping) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInJump) <> 0))and
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          ((TargetPoint.X <> NoPointX) or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_NeedTarget) = 0)) then
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        begin
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        State:= State or gstAttacking;
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        if Power = cMaxPower then Message:= Message and not gm_Attack
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        else if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) = 0 then Message:= Message and not gm_Attack
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        else begin
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             if Power = 0 then
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                begin
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                AttackBar:= CurrentTeam.AttackBar;
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                PlaySound(sndThrowPowerUp)
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                end;
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             inc(Power)
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             end;
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        if ((Message and gm_Attack) <> 0) then exit;
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        if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0 then
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           begin
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           StopSound(sndThrowPowerUp);
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           PlaySound(sndThrowRelease);
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           end;
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        xx:= hwSign(dX)*Sin(Angle*pi/cMaxAngle);
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        yy:= -Cos(Angle*pi/cMaxAngle);
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             case Ammo[CurSlot, CurAmmo].AmmoType of
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                      amGrenade: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Bomb,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo[CurSlot, CurAmmo].Timer);
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                  amClusterBomb: FollowGear:= AddGear(round(X), round(Y), gtClusterBomb,  0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo[CurSlot, CurAmmo].Timer);
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                      amBazooka: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Grenade, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
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                          amUFO: FollowGear:= AddGear(round(X), round(Y), gtUFO,          0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
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                      amShotgun: begin
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                                 PlaySound(sndShotgunReload);
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                                 CurAmmoGear:= AddGear(round(X), round(Y), gtShotgunShot,  0, xx * 0.5, yy * 0.5);
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                                 end;
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                   amPickHammer: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y) + cHHRadius, gtPickHammer, 0);
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                         amSkip: TurnTimeLeft:= 0;
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                         amRope: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y), gtRope, 0, xx, yy);
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                         amMine: AddGear(round(X) + hwSign(dX) * 7, round(Y), gtMine, 0, hwSign(dX) * 0.02, 0, 3000);
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                       amDEagle: AddGear(round(X), round(Y), gtDEagleShot, 0, xx * 0.5, yy * 0.5);
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                     amDynamite: AddGear(round(X) + hwSign(dX) * 7, round(Y), gtDynamite, 0, hwSign(dX) * 0.035, 0, 5000);
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                  amBaseballBat: AddGear(round(X) + hwSign(dX) * 10, round(Y), gtShover, 0, xx * 0.5, yy * 0.5).Radius:= 20;
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                    amFirePunch: CurAmmoGear:= AddGear(round(X) + hwSign(dX) * 10, round(Y), gtFirePunch, 0);
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                    amParachute: CurAmmoGear:= AddGear(round(X), round(Y), gtParachute, 0);
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                    amAirAttack: AddGear(0, 0, gtAirAttack, 0);
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                   amMineStrike: AddGear(0, 0, gtAirAttack, 1);
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                    amBlowTorch: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y), gtBlowTorch, 0, hwSign(Gear.dX) * 0.5);
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                  end;
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        Power:= 0;
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        if CurAmmoGear <> nil then
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           begin
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           Message:= Message or gm_Attack;
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           CurAmmoGear.Message:= Message
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           end else begin
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           if not CurrentTeam.ExtDriven and
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             ((Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0) then SendIPC('a');
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           AfterAttack
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           end
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        end else Message:= Message and not gm_Attack
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     end
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end;
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procedure AfterAttack;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear^,
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     CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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        Inc(AttacksNum);
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        State:= State and not gstAttacking;
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        if Ammo[CurSlot, CurAmmo].NumPerTurn >= AttacksNum then isInMultiShoot:= true
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           else begin
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           TurnTimeLeft:= Ammoz[Ammo[CurSlot, CurAmmo].AmmoType].TimeAfterTurn;
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           State:= State or gstAttacked;
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           OnUsedAmmo(Ammo)
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           end;
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     AttackBar:= 0;
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     end
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end;
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////////////////////////////////////////////////////////////////////////////////
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procedure PickUp(HH, Gear: PGear);
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var s: shortstring;
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    a: TAmmoType;
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begin
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Gear.Message:= gm_Destroy;
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case Gear.Pos of
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       posCaseAmmo: begin
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                    a:= TAmmoType(Gear.State);
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                    AddAmmo(PHedgehog(HH.Hedgehog), a);
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                    s:= trammo[Ammoz[a].NameId];
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                    AddCaption(s, PHedgehog(HH.Hedgehog).Team.Color, capgrpAmmoinfo);
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                    end;
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     posCaseHealth: begin
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                    inc(HH.Health, Gear.Health);
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                    str(Gear.Health, s);
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                    s:= '+' + s;
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                    AddCaption(s, PHedgehog(HH.Hedgehog).Team.Color, capgrpAmmoinfo);
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                    RenderHealth(PHedgehog(HH.Hedgehog)^);
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                    RecountTeamHealth(PHedgehog(HH.Hedgehog)^.Team)
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                    end;
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     end;
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end;
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const StepTicks: LongWord = 0;
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procedure HedgehogStep(Gear: PGear);
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var PrevdX: integer;
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begin
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if ((Gear.State and (gstAttacking or gstMoving or gstFalling)) = 0) then
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   begin
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   if ((Gear.Message and gm_LJump ) <> 0) then
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      begin
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      Gear.Message:= 0;
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      if not TestCollisionYwithGear(Gear, -1) then
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         if not TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
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         if not TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
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      if not (TestCollisionXwithGear(Gear, hwSign(Gear.dX))
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         or   TestCollisionYwithGear(Gear, -1)) then
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         begin
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         Gear.dY:= -0.15;
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         Gear.dX:= hwSign(Gear.dX) * 0.15;
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         Gear.State:= Gear.State or gstFalling or gstHHJumping;
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         exit
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         end;
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      end;
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   if ((Gear.Message and gm_HJump ) <> 0) then
4
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      begin
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      Gear.Message:= 0;
68
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      if not TestCollisionYwithGear(Gear, -1) then
4
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         begin
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         Gear.dY:= -0.20;
108
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         Gear.dX:= 0.0000001 * hwSign(Gear.dX);
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         Gear.X:= Gear.X - hwSign(Gear.dX)*0.00008; // shift compensation
4
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         Gear.State:= Gear.State or gstFalling or gstHHJumping;
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         exit
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         end;
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      end;
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   PrevdX:= hwSign(Gear.dX);
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   if (Gear.Message and gm_Left  )<>0 then Gear.dX:= -cLittle else
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   if (Gear.Message and gm_Right )<>0 then Gear.dX:=  cLittle else exit;
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   StepTicks:= cHHStepTicks;
108
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   if PrevdX <> hwSign(Gear.dX) then exit;
4
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   PHedgehog(Gear.Hedgehog).visStepPos:= (PHedgehog(Gear.Hedgehog).visStepPos + 1) and 7;
108
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   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
4
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      begin
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      if not (TestCollisionXwithXYShift(Gear, 0, -6, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
108
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      if not (TestCollisionXwithXYShift(Gear, 0, -5, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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      if not (TestCollisionXwithXYShift(Gear, 0, -4, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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      if not (TestCollisionXwithXYShift(Gear, 0, -3, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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      if not (TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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      if not (TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX))
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         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
4
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      end;
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   if not TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then Gear.X:= Gear.X + hwSign(Gear.dX);
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   SetAllHHToActive;
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68
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   if not TestCollisionYwithGear(Gear, 1) then
4
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   begin
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   Gear.Y:= Gear.Y + 1;
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   if not TestCollisionYwithGear(Gear, 1) then
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   begin
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   Gear.Y:= Gear.Y + 1;
68
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   if not TestCollisionYwithGear(Gear, 1) then
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   begin
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   Gear.Y:= Gear.Y + 1;
68
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   if not TestCollisionYwithGear(Gear, 1) then
4
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   begin
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   Gear.Y:= Gear.Y + 1;
68
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   if not TestCollisionYwithGear(Gear, 1) then
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   begin
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   Gear.Y:= Gear.Y + 1;
68
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   if not TestCollisionYwithGear(Gear, 1) then
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   begin
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   Gear.Y:= Gear.Y + 1;
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   207
   if not TestCollisionYwithGear(Gear, 1) then
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      begin
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      Gear.Y:= Gear.Y - 6;
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      Gear.dY:= 0;
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      Gear.State:= Gear.State or gstFalling
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      end;
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   213
   end
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   end
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   end
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   end
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   end
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c3eda0c68cd6 No more hedgehogs hung in air
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   218
   end
4
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   end
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end;
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303
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   222
procedure HedgehogChAngle(Gear: PGear);
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   223
begin
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   224
if ((Gear.State and (gstMoving or gstFalling)) = 0) then
304
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   225
   if (Gear.Message and gm_Up    )<>0 then if Gear.Angle > CurMinAngle then dec(Gear.Angle)
303
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   226
   else else
304
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   227
   if (Gear.Message and gm_Down  )<>0 then if Gear.Angle < CurMaxAngle then inc(Gear.Angle);
303
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   228
end;
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   229
302
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   230
procedure doStepHedgehog(Gear: PGear); forward;
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   231
////////////////////////////////////////////////////////////////////////////////
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   232
procedure doStepHedgehogDriven(Gear: PGear);
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   233
var t: PGear;
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   234
begin
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   235
if isInMultiShoot and (Gear.Damage = 0) then
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   236
   begin
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   237
   exit
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   238
   end;
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   239
AllInactive:= false;
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   240
DeleteCI(Gear);
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   241
if (TurnTimeLeft = 0) or (Gear.Damage > 0) then
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   242
   begin
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   243
   TurnTimeLeft:= 0;
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   244
   Gear.State:= Gear.State and not gstHHDriven;
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   245
   if Gear.Damage > 0 then
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   246
      Gear.State:= Gear.State and not gstHHJumping;
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   247
   exit
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   248
   end;
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   249
if ((Gear.State and gstFalling) <> 0) or (StepTicks = cHHStepTicks)
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   250
   or (CurAmmoGear <> nil) then // we're moving
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   251
   begin
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   252
   // check for case with ammo
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   253
   t:= CheckGearNear(Gear, gtCase, 36, 36);
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   254
   if t <> nil then
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   255
      PickUp(Gear, t)
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   256
   end;
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   257
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   258
if CurAmmoGear <> nil then
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   259
   begin
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   260
   CurAmmoGear.Message:= Gear.Message;
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   261
   exit
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   262
   end;
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diff changeset
   263
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   264
if ((Gear.Message and gm_Attack) <> 0) or
7aca131ecd7f First implementation of Blow Torch
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   265
   ((Gear.State and gstAttacking) <> 0)then Attack(Gear);
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   266
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   267
if (Gear.State and gstFalling) <> 0 then
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   268
   begin
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   269
   // it could be the source to trick: double-backspace jump -> vertical wall
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   270
   // collision - > (abs(Gear.dX) < 0.0000002) -> backspace -> even more high jump
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   271
   if ((Gear.Message and gm_HJump) <> 0) and ((Gear.State and gstHHJumping) <> 0) then
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   272
      if (abs(Gear.dX) < 2 * cLittle) and (Gear.dY < -0.02) then
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   273
         begin
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   274
         Gear.dY:= -0.25;
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   275
         Gear.dX:= hwSign(Gear.dX) * 0.02
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   276
         end;
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   277
   Gear.Message:= Gear.Message and not (gm_LJump or gm_HJump);     
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   278
   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then SetLittle(Gear.dX);
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   279
   Gear.X:= Gear.X + Gear.dX;
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   280
   Gear.dY:= Gear.dY + cGravity;
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   281
   if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
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   282
   Gear.Y:= Gear.Y + Gear.dY;
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   283
   if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
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   284
      begin
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   285
      CheckHHDamage(Gear);
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   286
      if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
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   287
         and ((Gear.State and gstHHJumping) <> 0) then SetLittle(Gear.dX);
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   288
      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
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   289
      StepTicks:= 300; 
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   290
      Gear.dY:= 0
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   291
      end;
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   292
   CheckGearDrowning(Gear);
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   293
   exit
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   294
   end ;//else if Gear.CollIndex = High(Longword) then AddIntersectorsCR(Gear);
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   295
303
1659c4aad5ab Now blow torch angle can be changed during blowing :)
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   296
   HedgehogChAngle(Gear);
302
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   297
   if StepTicks > 0 then dec(StepTicks);
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   298
   if (StepTicks = 0) then HedgehogStep(Gear)
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   299
end;
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   300
4
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   301
////////////////////////////////////////////////////////////////////////////////
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   302
procedure doStepHedgehogFree(Gear: PGear);
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   303
begin
62
c3eda0c68cd6 No more hedgehogs hung in air
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   304
//DeleteCI(Gear);
68
cbb93eb90304 Collision-related stuff
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   305
if not TestCollisionYwithGear(Gear, 1) then
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   begin
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cbb93eb90304 Collision-related stuff
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   if (Gear.dY < 0) and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
4
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   Gear.State:= Gear.State or gstFalling or gstMoving;
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   Gear.dY:= Gear.dY + cGravity
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   end else begin
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   CheckHHDamage(Gear);
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   if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
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      and ((Gear.State and gstHHJumping) <> 0) then SetLittle(Gear.dX);
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   Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
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   if Gear.dY > 0 then Gear.dY:= 0;
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   if ((Gear.State and gstMoving) <> 0) then Gear.dX:= Gear.dX * Gear.Friction
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   end;
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if (Gear.State <> 0) then DeleteCI(Gear);
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if (Gear.State and gstMoving) <> 0 then
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   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
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      if ((Gear.State and gstFalling) = 0) then
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         if abs(Gear.dX) > 0.01 then
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            if not TestCollisionXwithXYShift(Gear, 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
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            if not TestCollisionXwithXYShift(Gear, 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
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            if not TestCollisionXwithXYShift(Gear, hwSign(Gear.dX) - Gear.dX, -3, hwSign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.90; Gear.Y:= Gear.Y - 3 end else
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            if not TestCollisionXwithXYShift(Gear, 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
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            if not TestCollisionXwithXYShift(Gear, 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
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aae256899c49 Fix hedgehog physics %)
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            if abs(Gear.dX) > 0.02 then Gear.dX:= -Gear.Elasticity * Gear.dX
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                                   else begin
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                                        Gear.State:= Gear.State and not gstMoving;
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                                        SetLittle(Gear.dX)
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                                        end
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            else begin
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                 Gear.State:= Gear.State and not gstMoving;
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                 SetLittle(Gear.dX)
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                 end
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         else Gear.dX:= -Gear.Elasticity * Gear.dX;
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if ((Gear.State and gstFalling) = 0)and
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   (sqr(Gear.dX) + sqr(Gear.dY) < 0.0008) then
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   begin
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   Gear.State:= Gear.State and not gstMoving;
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   SetLittle(Gear.dX);
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   Gear.dY:= 0
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   end else Gear.State:= Gear.State or gstMoving;
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   348
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   349
if (Gear.State and gstMoving) <> 0 then
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   begin
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   Gear.X:= Gear.X + Gear.dX;
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   Gear.Y:= Gear.Y + Gear.dY;
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   353
   if (Gear.dY > 0) and not TestCollisionYwithGear(Gear, 1) and TestCollisionYwithXYShift(Gear, 0, 1, 1) then
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   354
      begin
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2f4f3236cccc - New fort
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   355
      CheckHHDamage(Gear);
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   356
      Gear.dY:= 0;
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      Gear.Y:= Gear.Y + 1
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      end;
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   359
   end else
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   if Gear.Health = 0 then
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   361
      begin
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   362
      if AllInactive then
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   363
         begin
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   364
         doMakeExplosion(round(Gear.X), round(Gear.Y), 30, EXPLAutoSound);
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   365
         AddGear(round(Gear.X), round(Gear.Y), gtGrave, 0).Hedgehog:= Gear.Hedgehog;
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   366
         DeleteGear(Gear);
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   367
         SetAllToActive
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   368
         end;
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b472e4b1a106 Fixed problem with hedgehog physics when turn is over and hedgehog is jumping
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   369
      AllInactive:= false;  
4
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   370
      exit
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   371
      end;
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   372
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   373
AllInactive:= false;
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   374
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   375
if (not CheckGearDrowning(Gear)) and
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   376
   ((Gear.State and gstMoving) = 0) then
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   377
      begin
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   378
      Gear.State:= 0;
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   379
      Gear.Active:= false;
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   380
      AddGearCI(Gear);
4
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   381
      exit
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   382
      end
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   383
end;
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   384
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   385
////////////////////////////////////////////////////////////////////////////////
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   386
procedure doStepHedgehog(Gear: PGear);
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   387
begin
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   388
if (Gear.Message and gm_Destroy) <> 0 then
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   389
   begin
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   390
   DeleteGear(Gear);
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   391
   exit
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   392
   end;
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   393
if (Gear.State and gstHHDriven) = 0 then doStepHedgehogFree(Gear)
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   394
                                    else doStepHedgehogDriven(Gear)
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   395
end;