--- a/hedgewars/GSHandlers.inc Sat Aug 06 07:09:30 2011 +0200
+++ b/hedgewars/GSHandlers.inc Sun Aug 07 11:18:49 2011 -0400
@@ -794,8 +794,8 @@
begin
if (GameTicks and $30) = 0 then
AddVisualGear(gX, gY, vgtBeeTrace);
- Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (TargetPoint.X - gX));
- Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (TargetPoint.Y - gY));
+ Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.TargetX - gX));
+ Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.TargetY - gY));
// make sure new speed isn't higher than original one (which we stored in Friction variable)
t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
Gear^.dX := Gear^.dX * t;
@@ -2417,14 +2417,14 @@
end;
Gear^.Y := int2hwFloat(topY-300);
- Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
+ Gear^.dX := int2hwFloat(Gear^.TargetX - 5 * Gear^.Tag * 15);
// calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
if (Gear^.State = 2) then
Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
// calcs for regular falling gears
- else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then
- Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 /
+ else if (int2hwFloat(Gear^.TargetY) - Gear^.Y > _0) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.TargetY) - Gear^.Y) * 2 /
cGravity) * Gear^.Tag;
Gear^.Health := 6;
@@ -2460,14 +2460,14 @@
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
- tx := int2hwFloat(TargetPoint.X);
- ty := int2hwFloat(TargetPoint.Y);
+ tx := int2hwFloat(Gear^.TargetX);
+ ty := int2hwFloat(Gear^.TargetY);
x := HHGear^.X;
y := HHGear^.Y;
if (Distance(tx - x, ty - y) > _256) or
- not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
- TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
+ not TryPlaceOnLand(Gear^.TargetX - SpritesData[sprAmGirder].Width div 2,
+ Gear^.TargetY - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Gear^.State, true, false) then
begin
PlaySound(sndDenied);
@@ -2486,7 +2486,6 @@
HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked);
HHGear^.Message := HHGear^.Message and not gmAttack;
- TargetPoint.X := NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
@@ -2527,8 +2526,8 @@
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
- if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
- TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
+ if not TryPlaceOnLand(Gear^.TargetX - SpritesData[sprHHTelepMask].Width div 2,
+ Gear^.TargetY - SpritesData[sprHHTelepMask].Height div 2,
sprHHTelepMask, 0, false, false) then
begin
HHGear^.Message := HHGear^.Message and not gmAttack;
@@ -2550,12 +2549,12 @@
HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
- HHGear^.X := int2hwFloat(TargetPoint.X);
- HHGear^.Y := int2hwFloat(TargetPoint.Y);
+ HHGear^.X := int2hwFloat(Gear^.TargetX);
+ HHGear^.Y := int2hwFloat(Gear^.TargetY);
HHGear^.State := HHGear^.State or gstMoving;
playSound(sndWarp)
end;
- TargetPoint.X := NoPointX;
+ Gear^.TargetX:= NoPointX
end;
////////////////////////////////////////////////////////////////////////////////