--- 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;