hedgewars/uGearsHedgehog.pas
changeset 6581 e510d1245bd7
parent 6580 6155187bf599
child 6700 e04da46ee43c
--- a/hedgewars/uGearsHedgehog.pas	Tue Jan 17 09:01:31 2012 -0500
+++ b/hedgewars/uGearsHedgehog.pas	Tue Jan 17 09:20:16 2012 -0500
@@ -1,1258 +1,1258 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-{$INCLUDE "options.inc"}
-
-unit uGearsHedgehog;
-interface
-uses uTypes;
-
-procedure doStepHedgehog(Gear: PGear);
-procedure AfterAttack; 
-procedure HedgehogStep(Gear: PGear); 
-procedure doStepHedgehogMoving(Gear: PGear); 
-procedure HedgehogChAngle(HHGear: PGear); 
-procedure PickUp(HH, Gear: PGear);
-
-implementation
-uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions, uMisc, 
-    uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
-    uGearsList, uGears, uCollisions, uRandom, uStore, uTeams, 
-    uGearsUtils;
-
-// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
-function ChangeAmmo(HHGear: PGear): boolean;
-var slot, i: Longword;
-    ammoidx: LongInt;
-begin
-ChangeAmmo:= false;
-slot:= HHGear^.MsgParam;
-
-with HHGear^.Hedgehog^ do
-    begin
-    HHGear^.Message:= HHGear^.Message and (not gmSlot);
-    ammoidx:= 0;
-    if ((HHGear^.State and (gstAttacking or gstAttacked)) <> 0)
-    or ((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0))
-    or ((HHGear^.State and gstHHDriven) = 0) then
-        exit;
-    ChangeAmmo:= true;
-
-    while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do
-        inc(ammoidx);
-
-    if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (MultiShootAttacks > 0) then
-        OnUsedAmmo(HHGear^.Hedgehog^);
-
-    MultiShootAttacks:= 0;
-    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
-    
-    if Ammoz[CurAmmoType].Slot = slot then
-        begin
-        i:= 0;
-        repeat
-        inc(ammoidx);
-        if (ammoidx > cMaxSlotAmmoIndex) then
-            begin
-            inc(i);
-            CurAmmoType:= amNothing;
-            ammoidx:= -1;
-            //TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
-            end;
-        until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0)
-        and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))
-        
-        end 
-    else
-        begin
-        i:= 0;
-        // check whether there is ammo in slot
-        while (i <= cMaxSlotAmmoIndex) and ((Ammo^[slot, i].Count = 0)
-        or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns))
-            do inc(i);
-
-        if i <= cMaxSlotAmmoIndex then
-            ammoidx:= i
-        else ammoidx:= -1
-        end;
-        if ammoidx >= 0 then
-            CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
-    end
-end;
-
-procedure HHSetWeapon(HHGear: PGear);
-var t: LongInt;
-    weap: TAmmoType;
-    Hedgehog: PHedgehog;
-    s: boolean;
-begin
-s:= false;
-
-weap:= TAmmoType(HHGear^.MsgParam);
-Hedgehog:= HHGear^.Hedgehog;
-
-if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then
-    exit; // weapon is not activated yet
-
-HHGear^.MsgParam:= Ammoz[weap].Slot;
-
-t:= cMaxSlotAmmoIndex;
-
-HHGear^.Message:= HHGear^.Message and (not gmWeapon);
-
-with Hedgehog^ do
-    while (CurAmmoType <> weap) and (t >= 0) do
-        begin
-        s:= ChangeAmmo(HHGear);
-        dec(t)
-        end;
-
-if s then
-    ApplyAmmoChanges(HHGear^.Hedgehog^)
-end;
-
-procedure HHSetTimer(Gear: PGear);
-var CurWeapon: PAmmo;
-    color: LongWord;
-begin
-Gear^.Message:= Gear^.Message and (not gmTimer);
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-with Gear^.Hedgehog^ do
-    if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
-        begin
-        color:= Gear^.Hedgehog^.Team^.Clan^.Color;
-        case Gear^.MsgParam of
-            1: begin
-               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
-               CurWeapon^.Bounciness:= 350;
-               end;
-            2: begin
-               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
-               CurWeapon^.Bounciness:= 700;
-               end;
-            3: begin
-               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
-               CurWeapon^.Bounciness:= 1000;
-               end;
-            4: begin
-               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
-               CurWeapon^.Bounciness:= 2000;
-               end;
-            5: begin
-               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
-               CurWeapon^.Bounciness:= 4000;
-               end
-            end
-        end
-    else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
-        begin
-        CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
-        with CurrentTeam^ do
-            ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
-        end;
-end;
-
-
-procedure Attack(Gear: PGear);
-var xx, yy, newDx, newDy, lx, ly: hwFloat;
-    speech: PVisualGear;
-    newGear:  PGear;
-    CurWeapon: PAmmo;
-    altUse: boolean;
-    elastic: hwFloat;
-begin
-newGear:= nil;
-bShowFinger:= false;
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-with Gear^,
-    Gear^.Hedgehog^ do
-        begin
-        if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstHHChooseTarget)) = 0) and (((State and gstMoving) = 0)
-        or (Power > 0)
-        or (CurAmmoType = amTeleport)
-        or 
-        // Allow attacks while moving on ammo with AltAttack
-        ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0))
-        or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0))
-        and ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
-            begin
-            State:= State or gstAttacking;
-            if Power = cMaxPower then
-                Message:= Message and (not gmAttack)
-            else if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0 then
-                Message:= Message and (not gmAttack)
-            else
-                begin
-                if Power = 0 then
-                    begin
-                    AttackBar:= CurrentTeam^.AttackBar;
-                    PlaySound(sndThrowPowerUp)
-                    end;
-                inc(Power)
-                end;
-        if ((Message and gmAttack) <> 0) then
-            exit;
-
-        if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
-            begin
-            StopSound(sndThrowPowerUp);
-            PlaySound(sndThrowRelease);
-            end;
-
-        xx:= SignAs(AngleSin(Angle), dX);
-        yy:= -AngleCos(Angle);
-
-        lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
-        ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
-
-        if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
-            xx:= - xx;
-        if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
-            AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
-
-// Initiating alt attack
-        if  (CurAmmoGear <> nil)
-        and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
-        and ((Gear^.Message and gmLJump) <> 0)
-        and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
-            begin
-            newDx:= dX / _2; 
-            newDy:= dY / _2;
-            altUse:= true;
-            end
-        else
-            begin
-            newDx:= xx*Power/cPowerDivisor;
-            newDy:= yy*Power/cPowerDivisor;
-            altUse:= false
-            end;
-
-             case CurAmmoType of
-                      amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade,         0, newDx, newDy, CurWeapon^.Timer);
-                      amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov,      0, newDx, newDy, 0);
-                  amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb,  0, newDx, newDy, CurWeapon^.Timer);
-                      amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb,      0, newDx, newDy, CurWeapon^.Timer);
-                      amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell,        0, newDx, newDy, 0);
-                     amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball,     0, newDx, newDy, 0);
-                          amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee,          0, newDx, newDy, 0);
-                      amShotgun: begin
-                                 PlaySound(sndShotgunReload);
-                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot,  0, xx * _0_5, yy * _0_5, 0);
-                                 end;
-                   amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
-                         amSkip: ParseCommand('/skip', true);
-                         amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
-                         amMine: if altUse then
-                                     newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, newDx, newDy, 3000)
-                                 else
-                                     newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
-                        amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
-                       amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
-                      amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
-                    amPortalGun: begin
-                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 
-                                 // set selected color
-                                 CurWeapon^.Pos);
-                                 end;
-                  amSniperRifle: begin
-                                 PlaySound(sndSniperReload);
-                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
-                                 end;
-                     amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
-                    amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
-                         amWhip: begin
-                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
-                                 PlaySound(sndWhipCrack)
-                                 end;
-                       amHammer: begin
-                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
-                                 PlaySound(sndWhack)
-                                 end;
-                  amBaseballBat: begin
-                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
-                                 PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
-                                 end;
-                    amParachute: begin
-                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
-                                 PlaySound(sndParachute)
-                                 end;
-                    // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
-                    amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
-                   amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
-                  amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
-                       amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
-                    amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
-                       amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
-                     amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
-                       amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
-                       amMortar: begin
-                                 playSound(sndMortar);
-                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar,  0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
-                                 end;
-                      amRCPlane: begin
-                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane,  0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
-                                 newGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
-                                 end;
-                     amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
-                         amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
-                    amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
-                   amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon,  0, newDx, newDy, CurWeapon^.Timer);
-                  amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb,    0, newDx, newDy, 0);
-                        amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
-                      amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun,  0, xx * _0_5, yy * _0_5, 0);
-                      amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
-                        amBirdy: begin
-                             PlaySound(sndWhistle);
-                             newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
-                             end;
-                   amLowGravity: begin
-                                 PlaySound(sndLowGravity);
-                                 cGravity:= cMaxWindSpeed;
-                                 cGravityf:= 0.00025
-                                 end;
-                  amExtraDamage: begin 
-                                 PlaySound(sndHellishImpact4);
-                                 cDamageModifier:= _1_5
-                                 end;
-                 amInvulnerable: Invulnerable:= true;
-                    amExtraTime: begin
-                                 PlaySound(sndSwitchHog);
-                                 TurnTimeLeft:= TurnTimeLeft + 30000
-                                 end;
-                   amLaserSight: cLaserSighting:= true;
-                     amVampiric: begin
-                                 PlaySound(sndOw1, Team^.voicepack);
-                                 cVampiric:= true;
-                                 end;
-                        amPiano: begin
-                                 // Tuck the hedgehog away until the piano attack is completed
-                                 Unplaced:= true;
-                                 X:= _0;
-                                 Y:= _0;
-                                 newGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
-                                 PauseMusic
-                                 end;
-                 amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower,  0, xx * _0_5, yy * _0_5, 0);
-                      amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun,  0, xx * _0_5, yy * _0_5, 0);
-                  amResurrector: begin
-                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtResurrector, 0, _0, _0, 0);
-                                 newGear^.SoundChannel := LoopSound(sndResurrector);
-                                 end;
-                                 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0);
-                    amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
-                       amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000);
-             end;
-             
-             case CurAmmoType of
-                      amGrenade, amMolotov, 
-                  amClusterBomb, amGasBomb, 
-                      amBazooka, amSnowball, 
-                          amBee, amSMine,
-                       amMortar, amWatermelon,
-                  amHellishBomb, amDrill: FollowGear:= newGear;
-
-                      amShotgun, amPickHammer,
-                         amRope, amDEagle,
-                      amSineGun, amSniperRifle,
-                    amFirePunch, amWhip,
-                       amHammer, amBaseballBat,
-                    amParachute, amBlowTorch,
-                       amGirder, amTeleport,
-                       amSwitch, amRCPlane,
-                     amKamikaze, amCake,
-                    amSeduction, amBallgun,
-                      amJetpack, amBirdy,
-                 amFlamethrower, amLandGun,
-                  amResurrector, amStructure,
-                       amTardis, amPiano: CurAmmoGear:= newGear;
-             end;
-             
-            if ((CurAmmoType = amMine) or (CurAmmoType = amSMine)) and (GameFlags and gfInfAttack <> 0) then
-                newGear^.FlightTime:= GameTicks + 1000
-            else if CurAmmoType = amDrill then
-                newGear^.FlightTime:= GameTicks + 250;
-        if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
-            begin
-            newGear^.Target.X:= TargetPoint.X;
-            newGear^.Target.Y:= TargetPoint.Y
-            end;
-
-        // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
-        if altUse then
-            FollowGear:= nil;
-
-        if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
-            begin
-            elastic:=  int2hwfloat(CurWeapon^.Bounciness) / _1000;
-
-            if elastic < _1 then
-                newGear^.Elasticity:= newGear^.Elasticity * elastic
-            else if elastic > _1 then
-                newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
-(* Experimented with friction modifier. Didn't seem helpful 
-            fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
-            if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
-            else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
-            end;
-
-
-        uStats.AmmoUsed(CurAmmoType);
-
-        if not (SpeechText = '') then
-            begin
-            speech:= AddVisualGear(0, 0, vgtSpeechBubble);
-            if speech <> nil then
-                begin
-                speech^.Text:= SpeechText;
-                speech^.Hedgehog:= Gear^.Hedgehog;
-                speech^.FrameTicks:= SpeechType;
-                end;
-            SpeechText:= ''
-            end;
-
-        Power:= 0;
-        if (CurAmmoGear <> nil)
-            and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
-            begin
-            Message:= Message or gmAttack;
-            CurAmmoGear^.Message:= Message
-            end
-        else
-            begin
-            if not CurrentTeam^.ExtDriven
-            and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then
-                SendIPC('a');
-            AfterAttack;
-            end
-        end
-    else 
-        Message:= Message and (not gmAttack);
-    end;
-    TargetPoint.X := NoPointX;
-    ScriptCall('onHogAttack');
-end;
-
-procedure AfterAttack;
-var s: shortstring;
-    a: TAmmoType;
-begin
-with CurrentHedgehog^.Gear^, CurrentHedgehog^ do
-    begin
-    a:= CurAmmoType;
-    State:= State and (not gstAttacking);
-    if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
-        begin
-        Inc(MultiShootAttacks);
-        
-        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
-            begin
-            s:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
-            AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
-            end;
-        
-        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks)
-        or ((GameFlags and gfMultiWeapon) <> 0) then
-            begin
-            isInMultiShoot:= true
-            end
-        else
-            begin
-            OnUsedAmmo(CurrentHedgehog^);
-            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
-                begin
-                if TagTurnTimeLeft = 0 then
-                    TagTurnTimeLeft:= TurnTimeLeft;
-                TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
-                end;
-            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) then
-                State:= State or gstAttacked;
-            if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then
-                ApplyAmmoChanges(CurrentHedgehog^)
-            end;
-        end
-    else
-        begin
-        OnUsedAmmo(CurrentHedgehog^);
-        ApplyAmmoChanges(CurrentHedgehog^);
-        end;
-    AttackBar:= 0
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogDead(Gear: PGear);
-const frametime = 200;
-      timertime = frametime * 6;
-begin
-if Gear^.Hedgehog^.Unplaced then
-    exit;
-if Gear^.Timer > 1 then
-    begin
-    AllInactive:= false;
-    dec(Gear^.Timer);
-    if (Gear^.Timer mod frametime) = 0 then
-        inc(Gear^.Pos)
-    end 
-else if Gear^.Timer = 1 then
-    begin
-    Gear^.State:= Gear^.State or gstNoDamage;
-    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound);
-    AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
-    DeleteGear(Gear);
-    SetAllToActive
-    end 
-else // Gear^.Timer = 0
-    begin
-    AllInactive:= false;
-    Gear^.Z:= cCurrHHZ;
-    RemoveGearFromList(Gear);
-    InsertGearToList(Gear);
-    PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
-    Gear^.Pos:= 0;
-    Gear^.Timer:= timertime
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogGone(Gear: PGear);
-const frametime = 65;
-      timertime = frametime * 11;
-begin
-if Gear^.Hedgehog^.Unplaced then
-    exit;
-if Gear^.Timer > 1 then
-    begin
-    AllInactive:= false;
-    dec(Gear^.Timer);
-    if (Gear^.Timer mod frametime) = 0 then
-        inc(Gear^.Pos)
-    end
-else
-if Gear^.Timer = 1 then
-    begin
-    DeleteGear(Gear);
-    SetAllToActive
-    end
-else // Gear^.Timer = 0
-    begin
-    AllInactive:= false;
-    Gear^.Z:= cCurrHHZ;
-    RemoveGearFromList(Gear);
-    InsertGearToList(Gear);
-    PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
-    PlaySound(sndWarp);
-    Gear^.Pos:= 0;
-    Gear^.Timer:= timertime
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure PickUp(HH, Gear: PGear);
-var s: shortstring;
-    a: TAmmoType;
-    i: LongInt;
-    vga: PVisualGear;
-begin
-Gear^.Message:= gmDestroy;
-PlaySound(sndShotgunReload);
-if (Gear^.Pos and posCaseExplode) <> 0 then
-    if (Gear^.Pos and posCasePoison) <> 0 then
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
-    else
-        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
-else if (Gear^.Pos and posCasePoison) <> 0 then
-    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
-else
-case Gear^.Pos of
-       posCaseUtility,
-       posCaseAmmo: begin
-                    if Gear^.AmmoType <> amNothing then a:= Gear^.AmmoType 
-                    else
-                        begin
-                        for i:= 0 to GameTicks and $7F do
-                            GetRandom(2); // Burn some random numbers
-                        if Gear^.Pos = posCaseUtility then
-                            a:= GetUtility(HH^.Hedgehog)
-                        else
-                            a:= GetAmmo(HH^.Hedgehog)
-                        end;
-                    AddAmmo(HH^.Hedgehog^, a);
-// Possibly needs to check shared clan ammo game flag once added.
-// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
-                    if (not (HH^.Hedgehog^.Team^.ExtDriven 
-                    or (HH^.Hedgehog^.BotLevel > 0)))
-                    or (HH^.Hedgehog^.Team^.Clan^.ClanIndex = LocalClan)
-                    or (GameType = gmtDemo)  then
-                        begin
-                        s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
-                        AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
-
-                        // show ammo icon
-                        vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
-                        if vga <> nil then
-                            vga^.Frame:= Longword(a);
-                        end;
-
-                    end;
-     posCaseHealth: begin
-                    inc(HH^.Health, Gear^.Health);
-                    HH^.Hedgehog^.Effects[hePoisoned] := false;
-                    str(Gear^.Health, s);
-                    s:= '+' + s;
-                    AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
-                    RenderHealth(HH^.Hedgehog^);
-                    RecountTeamHealth(HH^.Hedgehog^.Team);
-
-                    i:= 0;
-                    while i < Gear^.Health do
-                        begin
-                        vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
-                        if vga <> nil then
-                            with vga^ do
-                                begin
-                                Tint:= $00FF00FF;
-                                State:= ord(sprHealth)
-                                end;
-                        inc(i, 5);
-                        end;
-                    end;
-     end
-end;
-
-const StepTicks: LongWord = 0;
-
-procedure HedgehogStep(Gear: PGear);
-var PrevdX: LongInt;
-    CurWeapon: PAmmo;
-begin
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
-    begin
-    if isCursorVisible then
-        with Gear^.Hedgehog^ do
-            with CurWeapon^ do
-                begin
-                if (Gear^.Message and gmLeft  ) <> 0 then
-                    Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
-                else
-                    if (Gear^.Message and gmRight ) <> 0 then
-                        Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
-    else
-        exit;
-    StepTicks:= 200;
-    exit
-    end;
-
-    if ((Gear^.Message and gmAnimate) <> 0) then
-        begin
-        Gear^.Message:= 0;
-        Gear^.State:= Gear^.State or gstAnimation;
-        Gear^.Tag:= Gear^.MsgParam;
-        Gear^.Timer:= 0;
-        Gear^.Pos:= 0
-        end;
-
-    if ((Gear^.Message and gmLJump ) <> 0) then
-        begin
-        Gear^.Message:= Gear^.Message and (not gmLJump);
-        DeleteCI(Gear);
-        if TestCollisionYwithGear(Gear, -1) = 0 then
-            if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
-                Gear^.Y:= Gear^.Y - _2
-            else
-                if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
-                    Gear^.Y:= Gear^.Y - _1;
-            if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
-            or   (TestCollisionYwithGear(Gear, -1) <> 0)) then
-                begin
-                Gear^.dY:= -_0_15;
-                if not cArtillery then
-                    Gear^.dX:= SignAs(_0_15, Gear^.dX);
-                Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
-                PlaySound(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
-        exit
-        end;
-    end;
-
-    if ((Gear^.Message and gmHJump ) <> 0) then
-        begin
-        DeleteCI(Gear);
-        Gear^.Message:= Gear^.Message and (not gmHJump);
-
-        Gear^.dY:= -_0_2;
-        SetLittle(Gear^.dX);
-        Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
-        PlaySound(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
-        exit
-        end;
-
-    PrevdX:= hwSign(Gear^.dX);
-    if (Gear^.Message and gmLeft  )<>0 then
-        Gear^.dX:= -cLittle else
-    if (Gear^.Message and gmRight )<>0 then
-        Gear^.dX:=  cLittle else exit;
-
-    if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
-        begin
-        StepSoundTimer:= cHHStepTicks;
-        end;
-   
-    StepTicks:= cHHStepTicks;
-    if PrevdX <> hwSign(Gear^.dX) then
-        begin
-        FollowGear:= Gear;
-        exit
-        end;
-    DeleteCI(Gear); // must be after exit!! (see previous line)
-
-    Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
-    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
-        begin
-        if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
-        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
-            Gear^.Y:= Gear^.Y - _1;
-        end;
-
-    if (not cArtillery) and ((Gear^.Message and gmPrecise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
-        Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
-
-   SetAllHHToActive;
-
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y + _1;
-    if TestCollisionYwithGear(Gear, 1) = 0 then
-        begin
-        Gear^.Y:= Gear^.Y - _6;
-        Gear^.dY:= _0;
-        Gear^.State:= Gear^.State or gstMoving;
-        exit
-        end;
-        end
-        end
-        end
-        end
-        end
-        end;
-    AddGearCI(Gear)
-    end
-end;
-
-procedure HedgehogChAngle(HHGear: PGear);
-var da: LongWord;
-begin
-with HHGear^.Hedgehog^ do
-    if ((CurAmmoType = amRope) and ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving))
-    or ((CurAmmoType = amPortalGun) and ((HHGear^.State and gstMoving) <> 0)) then
-        da:= 2
-    else da:= 1;
-
-if (((HHGear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
-    if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then
-        dec(HHGear^.Angle, da)
-    else
-        if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then
-            inc(HHGear^.Angle, da)
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogMoving(Gear: PGear);
-var isFalling, isUnderwater: boolean;
-    land: Word;
-begin
-land:= 0;
-isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
-if Gear^.dX.QWordValue > 8160437862 then
-    Gear^.dX.QWordValue:= 8160437862;
-if Gear^.dY.QWordValue > 8160437862 then
-    Gear^.dY.QWordValue:= 8160437862;
-
-if Gear^.Hedgehog^.Unplaced then
-    begin
-    Gear^.dY:= _0;
-    Gear^.dX:= _0;
-    Gear^.State:= Gear^.State and (not gstMoving);
-    exit
-    end;
-isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
-if isFalling then
-    begin
-    if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then
-        Gear^.dY:= _0;
-    Gear^.State:= Gear^.State or gstMoving;
-    if (CurrentHedgehog^.Gear = Gear)
-        and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then 
-        begin
-        FollowGear:= Gear;
-        end;
-    if isUnderwater then
-       Gear^.dY:= Gear^.dY + cGravity / _2
-    else
-        begin
-        Gear^.dY:= Gear^.dY + cGravity;
-// this set of circumstances could be less complex if jumping was more clearly identified
-        if ((GameFlags and gfMoreWind) <> 0) and (((Gear^.Damage <> 0)
-        or ((CurAmmoGear <> nil) and ((CurAmmoGear^.AmmoType = amJetpack) or (CurAmmoGear^.AmmoType = amBirdy)))
-        or ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue))) then
-            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
-        end
-    end 
-else
-    begin
-    land:= TestCollisionYwithGear(Gear, 1);
-    if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
-    and ((Gear^.State and gstHHJumping) <> 0) then
-        SetLittle(Gear^.dX);
-
-    if not Gear^.dY.isNegative then
-        begin
-        CheckHHDamage(Gear);
-
-        if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery)
-        and (Gear^.dX.QWordValue < _0_02.QWordValue) then
-            Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
-        Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
-        Gear^.dY:= _0;
-        end
-    else
-        Gear^.dY:= Gear^.dY + cGravity;
-
-    if ((Gear^.State and gstMoving) <> 0) then
-        begin
-        if land and lfIce <> 0 then
-            begin
-            Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
-            end
-        else
-            Gear^.dX:= Gear^.dX * Gear^.Friction;
-        end
-    end;
-
-if (Gear^.State <> 0) then
-    DeleteCI(Gear);
-
-if isUnderwater then
-   begin
-   Gear^.dY:= Gear^.dY * _0_999;
-   Gear^.dX:= Gear^.dX * _0_999;
-   end;
-
-if (Gear^.State and gstMoving) <> 0 then
-    if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
-        if not isFalling then
-            if hwAbs(Gear^.dX) > _0_01 then
-                if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
-                    if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
-                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then
-                        begin
-                        Gear^.X:= Gear^.X + Gear^.dX;
-                        Gear^.dX:= Gear^.dX * _0_9 ;
-                        Gear^.Y:= Gear^.Y - _3
-                        end
-                    else
-                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
-                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
-                        if hwAbs(Gear^.dX) > _0_02 then
-                            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
-                        else
-                            begin
-                            Gear^.State:= Gear^.State and (not gstMoving);
-                            while TestCollisionYWithGear(Gear,1) = 0 do
-                                Gear^.Y:= Gear^.Y+_1;
-                            SetLittle(Gear^.dX)
-                            end
-            else
-                begin
-                Gear^.State:= Gear^.State and (not gstMoving);
-                while TestCollisionYWithGear(Gear,1) = 0 do
-                    Gear^.Y:= Gear^.Y+_1;
-                SetLittle(Gear^.dX)
-                end
-        else if (hwAbs(Gear^.dX) > cLittle)
-        and ((Gear^.State and gstHHJumping) = 0) then
-            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
-        else
-            SetLittle(Gear^.dX);
-
-if (not isFalling)
-and (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
-    begin
-    Gear^.State:= Gear^.State and (not gstWinner);
-    Gear^.State:= Gear^.State and (not gstMoving);
-    while TestCollisionYWithGear(Gear,1) = 0 do
-        Gear^.Y:= Gear^.Y+_1;
-    SetLittle(Gear^.dX);
-    Gear^.dY:= _0
-    end
-else
-    Gear^.State:= Gear^.State or gstMoving;
-
-if (Gear^.State and gstMoving) <> 0 then
-    begin
-    Gear^.State:= Gear^.State and (not gstAnimation);
-// ARTILLERY but not being moved by explosions
-    Gear^.X:= Gear^.X + Gear^.dX;
-    Gear^.Y:= Gear^.Y + Gear^.dY;
-    if (not Gear^.dY.isNegative) and (not TestCollisionYKick(Gear, 1)) 
-    and TestCollisionYwithXYShift(Gear, 0, 1, 1) then
-        begin
-        CheckHHDamage(Gear);
-        Gear^.dY:= _0;
-        Gear^.Y:= Gear^.Y + _1
-        end;
-    CheckGearDrowning(Gear);
-    // hide target cursor if current hog is drowning
-    if (Gear^.State and gstDrowning) <> 0 then
-        if (CurrentHedgehog^.Gear = Gear) then
-            isCursorVisible:= false
-    end;
-
-if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
-    begin
-    inc(Gear^.FlightTime);
-    if Gear^.FlightTime = 3000 then
-        begin
-        AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
-        PlaySound(sndHomerun)
-        end;
-    end
-else
-    begin
-    uStats.hedgehogFlight(Gear, Gear^.FlightTime);
-    Gear^.FlightTime:= 0;
-    end;
-
-end;
-
-procedure doStepHedgehogDriven(HHGear: PGear);
-var t: PGear;
-    wasJumping: boolean;
-    Hedgehog: PHedgehog;
-begin
-Hedgehog:= HHGear^.Hedgehog;
-if isInMultiShoot then
-    HHGear^.Message:= 0;
-
-if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then 
-    AllInactive:= true
-else if not isInMultiShoot then
-    AllInactive:= false;
-
-if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
-    begin
-    if TagTurnTimeLeft = 0 then
-        TagTurnTimeLeft:= TurnTimeLeft;
-    TurnTimeLeft:= 0;
-    isCursorVisible:= false;
-    HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
-    AttackBar:= 0;
-    if HHGear^.Damage > 0 then
-        HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
-    exit
-    end;
-
-if (HHGear^.State and gstAnimation) <> 0 then
-    begin
-    HHGear^.Message:= 0;
-    if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then
-        PlaySound(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
-    inc(HHGear^.Timer);
-    if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
-        begin
-        HHGear^.Timer:= 0;
-        inc(HHGear^.Pos);
-        if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
-            HHGear^.State:= HHGear^.State and (not gstAnimation)
-        end;
-    exit
-    end;
-
-if ((HHGear^.State and gstMoving) <> 0)
-or (StepTicks = cHHStepTicks)
-or (CurAmmoGear <> nil) then // we are moving
-    begin
-    with Hedgehog^ do
-        if (CurAmmoGear = nil)
-        and (HHGear^.dY > _0_39)
-        and (CurAmmoType = amParachute) then
-            HHGear^.Message:= HHGear^.Message or gmAttack;
-    // check for case with ammo
-    t:= CheckGearNear(HHGear, gtCase, 36, 36);
-    if t <> nil then
-        PickUp(HHGear, t)
-    end;
-
-if (CurAmmoGear = nil) then
-    if (((HHGear^.Message and gmAttack) <> 0)
-    or ((HHGear^.State and gstAttacking) <> 0)) then
-        Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
-    else
-else 
-    with Hedgehog^ do
-        if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
-        and ((HHGear^.Message and gmLJump) <> 0)
-        and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
-            begin
-            Attack(HHGear);
-            HHGear^.Message:= HHGear^.Message and (not gmLJump)
-            end;
-
-if (CurAmmoGear = nil)
-or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) 
-or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) then
-    begin
-    if ((HHGear^.Message and gmSlot) <> 0) then
-        if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);
-
-    if ((HHGear^.Message and gmWeapon) <> 0) then
-        HHSetWeapon(HHGear);
-
-    if ((HHGear^.Message and gmTimer) <> 0) then
-        HHSetTimer(HHGear);
-    end;
-
-if CurAmmoGear <> nil then
-    begin
-    CurAmmoGear^.Message:= HHGear^.Message;
-    exit
-    end;
-
-if not isInMultiShoot then
-    HedgehogChAngle(HHGear);
-
-if (HHGear^.State and gstMoving) <> 0 then
-    begin
-    wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);
-
-    if ((HHGear^.Message and gmHJump) <> 0) and wasJumping and ((HHGear^.State and gstHHHJump) = 0) then
-        if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
-            begin
-            HHGear^.State:= HHGear^.State or gstHHHJump;
-            HHGear^.dY:= -_0_25;
-            if not cArtillery then
-                HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
-            PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
-            end;
-
-    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
-
-    if (not cArtillery) and wasJumping and TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
-        SetLittle(HHGear^.dX);
-
-    if Hedgehog^.Gear <> nil then
-        doStepHedgehogMoving(HHGear);
-
-    if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
-        begin
-        AddGearCI(HHGear);
-        if wasJumping then
-            StepTicks:= 410
-        else
-            StepTicks:= 95
-        end;
-    exit
-    end;
-
-    if not isInMultiShoot and (Hedgehog^.Gear <> nil) then
-        begin
-        if StepTicks > 0 then
-            dec(StepTicks);
-        if (StepTicks = 0) then
-            HedgehogStep(HHGear)
-        end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogFree(Gear: PGear);
-var prevState: Longword;
-begin
-prevState:= Gear^.State;
-
-doStepHedgehogMoving(Gear);
-
-if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
-    begin
-    if Gear^.Damage > 0 then
-        CalcRotationDirAngle(Gear);
-    AllInactive:= false;
-    exit
-    end;
-
-if (Gear^.Health = 0) then
-    begin
-    if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
-        begin
-        Gear^.Timer:= 0;
-        FollowGear:= Gear;
-        PrvInactive:= false;
-        AllInactive:= false;
-
-        if (Gear^.State and gstHHGone) = 0 then
-            begin
-            Gear^.Hedgehog^.Effects[hePoisoned] := false;
-            if Gear^.Hedgehog^.Effects[heResurrectable] then
-                begin
-                ResurrectHedgehog(Gear);
-                end
-            else 
-                begin
-                Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
-                Gear^.doStep:= @doStepHedgehogDead;
-                // Death message
-                AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
-                end;
-            end
-        else
-            begin
-            Gear^.State:= Gear^.State and (not gstAnimation);
-            Gear^.doStep:= @doStepHedgehogGone;
-
-            // Gone message
-            AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
-            end
-        end;
-    exit
-    end;
-
-if ((Gear^.State and gstWait) = 0) and
-    (prevState <> Gear^.State) then
-    begin
-    Gear^.State:= Gear^.State or gstWait;
-    Gear^.Timer:= 150
-    end
-else
-    begin
-    if Gear^.Timer = 0 then
-        begin
-        Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstHHChooseTarget));
-        Gear^.Active:= false;
-        AddGearCI(Gear);
-        exit
-        end
-    else dec(Gear^.Timer)
-    end;
-
-AllInactive:= false
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehog(Gear: PGear);
-(*
-var x,y,tx,ty: LongInt;
-    tdX, tdY, slope: hwFloat; 
-    land: Word; *)
-var slope: hwFloat; 
-begin
-if (Gear^.Message and gmDestroy) <> 0 then
-    begin
-    DeleteGear(Gear);
-    exit
-    end;
-
-if (Gear^.State and gstHHDriven) = 0 then
-    doStepHedgehogFree(Gear)
-else
-    begin
-    with Gear^.Hedgehog^ do
-        if Team^.hasGone then
-            TeamGoneEffect(Team^)
-        else
-            doStepHedgehogDriven(Gear)
-    end;
-if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0)
-and (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0)
-and (not Gear^.dY.isNegative) and (GameTicks mod (100*LongWOrd(hwRound(cMaxWindSpeed*2/cGravity))) = 0)
-and (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
-    begin
-    slope:= CalcSlopeBelowGear(Gear);
-    Gear^.dX:=Gear^.dX+slope*_0_07;
-    if slope.QWordValue <> 0 then
-        Gear^.State:= Gear^.State or gstMoving;
-(*
-    x:= hwRound(Gear^.X);
-    y:= hwRound(Gear^.Y);
-    AddVisualGear(x, y, vgtSmokeTrace);
-    AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
-    AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
-    AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
-    AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
-    AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
-    AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
-    AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
-    AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
-    AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
-    AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
-    end
-end;
-
-end.
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+
+{$INCLUDE "options.inc"}
+
+unit uGearsHedgehog;
+interface
+uses uTypes;
+
+procedure doStepHedgehog(Gear: PGear);
+procedure AfterAttack; 
+procedure HedgehogStep(Gear: PGear); 
+procedure doStepHedgehogMoving(Gear: PGear); 
+procedure HedgehogChAngle(HHGear: PGear); 
+procedure PickUp(HH, Gear: PGear);
+
+implementation
+uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions, uMisc, 
+    uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
+    uGearsList, uGears, uCollisions, uRandom, uStore, uTeams, 
+    uGearsUtils;
+
+// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
+function ChangeAmmo(HHGear: PGear): boolean;
+var slot, i: Longword;
+    ammoidx: LongInt;
+begin
+ChangeAmmo:= false;
+slot:= HHGear^.MsgParam;
+
+with HHGear^.Hedgehog^ do
+    begin
+    HHGear^.Message:= HHGear^.Message and (not gmSlot);
+    ammoidx:= 0;
+    if ((HHGear^.State and (gstAttacking or gstAttacked)) <> 0)
+    or ((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0))
+    or ((HHGear^.State and gstHHDriven) = 0) then
+        exit;
+    ChangeAmmo:= true;
+
+    while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do
+        inc(ammoidx);
+
+    if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (MultiShootAttacks > 0) then
+        OnUsedAmmo(HHGear^.Hedgehog^);
+
+    MultiShootAttacks:= 0;
+    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
+    
+    if Ammoz[CurAmmoType].Slot = slot then
+        begin
+        i:= 0;
+        repeat
+        inc(ammoidx);
+        if (ammoidx > cMaxSlotAmmoIndex) then
+            begin
+            inc(i);
+            CurAmmoType:= amNothing;
+            ammoidx:= -1;
+            //TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
+            end;
+        until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0)
+        and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))
+        
+        end 
+    else
+        begin
+        i:= 0;
+        // check whether there is ammo in slot
+        while (i <= cMaxSlotAmmoIndex) and ((Ammo^[slot, i].Count = 0)
+        or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns))
+            do inc(i);
+
+        if i <= cMaxSlotAmmoIndex then
+            ammoidx:= i
+        else ammoidx:= -1
+        end;
+        if ammoidx >= 0 then
+            CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
+    end
+end;
+
+procedure HHSetWeapon(HHGear: PGear);
+var t: LongInt;
+    weap: TAmmoType;
+    Hedgehog: PHedgehog;
+    s: boolean;
+begin
+s:= false;
+
+weap:= TAmmoType(HHGear^.MsgParam);
+Hedgehog:= HHGear^.Hedgehog;
+
+if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then
+    exit; // weapon is not activated yet
+
+HHGear^.MsgParam:= Ammoz[weap].Slot;
+
+t:= cMaxSlotAmmoIndex;
+
+HHGear^.Message:= HHGear^.Message and (not gmWeapon);
+
+with Hedgehog^ do
+    while (CurAmmoType <> weap) and (t >= 0) do
+        begin
+        s:= ChangeAmmo(HHGear);
+        dec(t)
+        end;
+
+if s then
+    ApplyAmmoChanges(HHGear^.Hedgehog^)
+end;
+
+procedure HHSetTimer(Gear: PGear);
+var CurWeapon: PAmmo;
+    color: LongWord;
+begin
+Gear^.Message:= Gear^.Message and (not gmTimer);
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+with Gear^.Hedgehog^ do
+    if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
+        begin
+        color:= Gear^.Hedgehog^.Team^.Clan^.Color;
+        case Gear^.MsgParam of
+            1: begin
+               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
+               CurWeapon^.Bounciness:= 350;
+               end;
+            2: begin
+               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
+               CurWeapon^.Bounciness:= 700;
+               end;
+            3: begin
+               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
+               CurWeapon^.Bounciness:= 1000;
+               end;
+            4: begin
+               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
+               CurWeapon^.Bounciness:= 2000;
+               end;
+            5: begin
+               AddCaption(format(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
+               CurWeapon^.Bounciness:= 4000;
+               end
+            end
+        end
+    else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
+        begin
+        CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
+        with CurrentTeam^ do
+            ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
+        end;
+end;
+
+
+procedure Attack(Gear: PGear);
+var xx, yy, newDx, newDy, lx, ly: hwFloat;
+    speech: PVisualGear;
+    newGear:  PGear;
+    CurWeapon: PAmmo;
+    altUse: boolean;
+    elastic: hwFloat;
+begin
+newGear:= nil;
+bShowFinger:= false;
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+with Gear^,
+    Gear^.Hedgehog^ do
+        begin
+        if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstHHChooseTarget)) = 0) and (((State and gstMoving) = 0)
+        or (Power > 0)
+        or (CurAmmoType = amTeleport)
+        or 
+        // Allow attacks while moving on ammo with AltAttack
+        ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0))
+        or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0))
+        and ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
+            begin
+            State:= State or gstAttacking;
+            if Power = cMaxPower then
+                Message:= Message and (not gmAttack)
+            else if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0 then
+                Message:= Message and (not gmAttack)
+            else
+                begin
+                if Power = 0 then
+                    begin
+                    AttackBar:= CurrentTeam^.AttackBar;
+                    PlaySound(sndThrowPowerUp)
+                    end;
+                inc(Power)
+                end;
+        if ((Message and gmAttack) <> 0) then
+            exit;
+
+        if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
+            begin
+            StopSound(sndThrowPowerUp);
+            PlaySound(sndThrowRelease);
+            end;
+
+        xx:= SignAs(AngleSin(Angle), dX);
+        yy:= -AngleCos(Angle);
+
+        lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
+        ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
+
+        if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
+            xx:= - xx;
+        if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
+            AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
+
+// Initiating alt attack
+        if  (CurAmmoGear <> nil)
+        and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
+        and ((Gear^.Message and gmLJump) <> 0)
+        and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
+            begin
+            newDx:= dX / _2; 
+            newDy:= dY / _2;
+            altUse:= true;
+            end
+        else
+            begin
+            newDx:= xx*Power/cPowerDivisor;
+            newDy:= yy*Power/cPowerDivisor;
+            altUse:= false
+            end;
+
+             case CurAmmoType of
+                      amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade,         0, newDx, newDy, CurWeapon^.Timer);
+                      amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov,      0, newDx, newDy, 0);
+                  amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb,  0, newDx, newDy, CurWeapon^.Timer);
+                      amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb,      0, newDx, newDy, CurWeapon^.Timer);
+                      amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell,        0, newDx, newDy, 0);
+                     amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball,     0, newDx, newDy, 0);
+                          amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee,          0, newDx, newDy, 0);
+                      amShotgun: begin
+                                 PlaySound(sndShotgunReload);
+                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot,  0, xx * _0_5, yy * _0_5, 0);
+                                 end;
+                   amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
+                         amSkip: ParseCommand('/skip', true);
+                         amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
+                         amMine: if altUse then
+                                     newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, newDx, newDy, 3000)
+                                 else
+                                     newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
+                        amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine,    0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
+                       amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
+                      amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
+                    amPortalGun: begin
+                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 
+                                 // set selected color
+                                 CurWeapon^.Pos);
+                                 end;
+                  amSniperRifle: begin
+                                 PlaySound(sndSniperReload);
+                                 newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
+                                 end;
+                     amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
+                    amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
+                         amWhip: begin
+                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
+                                 PlaySound(sndWhipCrack)
+                                 end;
+                       amHammer: begin
+                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
+                                 PlaySound(sndWhack)
+                                 end;
+                  amBaseballBat: begin
+                                 newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
+                                 PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
+                                 end;
+                    amParachute: begin
+                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
+                                 PlaySound(sndParachute)
+                                 end;
+                    // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
+                    amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
+                   amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
+                  amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
+                       amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
+                    amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
+                       amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
+                     amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
+                       amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
+                       amMortar: begin
+                                 playSound(sndMortar);
+                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar,  0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
+                                 end;
+                      amRCPlane: begin
+                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane,  0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
+                                 newGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
+                                 end;
+                     amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
+                         amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
+                    amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
+                   amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon,  0, newDx, newDy, CurWeapon^.Timer);
+                  amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb,    0, newDx, newDy, 0);
+                        amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
+                      amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun,  0, xx * _0_5, yy * _0_5, 0);
+                      amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
+                        amBirdy: begin
+                             PlaySound(sndWhistle);
+                             newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
+                             end;
+                   amLowGravity: begin
+                                 PlaySound(sndLowGravity);
+                                 cGravity:= cMaxWindSpeed;
+                                 cGravityf:= 0.00025
+                                 end;
+                  amExtraDamage: begin 
+                                 PlaySound(sndHellishImpact4);
+                                 cDamageModifier:= _1_5
+                                 end;
+                 amInvulnerable: Invulnerable:= true;
+                    amExtraTime: begin
+                                 PlaySound(sndSwitchHog);
+                                 TurnTimeLeft:= TurnTimeLeft + 30000
+                                 end;
+                   amLaserSight: cLaserSighting:= true;
+                     amVampiric: begin
+                                 PlaySound(sndOw1, Team^.voicepack);
+                                 cVampiric:= true;
+                                 end;
+                        amPiano: begin
+                                 // Tuck the hedgehog away until the piano attack is completed
+                                 Unplaced:= true;
+                                 X:= _0;
+                                 Y:= _0;
+                                 newGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
+                                 PauseMusic
+                                 end;
+                 amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower,  0, xx * _0_5, yy * _0_5, 0);
+                      amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun,  0, xx * _0_5, yy * _0_5, 0);
+                  amResurrector: begin
+                                 newGear:= AddGear(hwRound(lx), hwRound(ly), gtResurrector, 0, _0, _0, 0);
+                                 newGear^.SoundChannel := LoopSound(sndResurrector);
+                                 end;
+                                 //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0);
+                    amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
+                       amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000);
+             end;
+             
+             case CurAmmoType of
+                      amGrenade, amMolotov, 
+                  amClusterBomb, amGasBomb, 
+                      amBazooka, amSnowball, 
+                          amBee, amSMine,
+                       amMortar, amWatermelon,
+                  amHellishBomb, amDrill: FollowGear:= newGear;
+
+                      amShotgun, amPickHammer,
+                         amRope, amDEagle,
+                      amSineGun, amSniperRifle,
+                    amFirePunch, amWhip,
+                       amHammer, amBaseballBat,
+                    amParachute, amBlowTorch,
+                       amGirder, amTeleport,
+                       amSwitch, amRCPlane,
+                     amKamikaze, amCake,
+                    amSeduction, amBallgun,
+                      amJetpack, amBirdy,
+                 amFlamethrower, amLandGun,
+                  amResurrector, amStructure,
+                       amTardis, amPiano: CurAmmoGear:= newGear;
+             end;
+             
+            if ((CurAmmoType = amMine) or (CurAmmoType = amSMine)) and (GameFlags and gfInfAttack <> 0) then
+                newGear^.FlightTime:= GameTicks + 1000
+            else if CurAmmoType = amDrill then
+                newGear^.FlightTime:= GameTicks + 250;
+        if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
+            begin
+            newGear^.Target.X:= TargetPoint.X;
+            newGear^.Target.Y:= TargetPoint.Y
+            end;
+
+        // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
+        if altUse then
+            FollowGear:= nil;
+
+        if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
+            begin
+            elastic:=  int2hwfloat(CurWeapon^.Bounciness) / _1000;
+
+            if elastic < _1 then
+                newGear^.Elasticity:= newGear^.Elasticity * elastic
+            else if elastic > _1 then
+                newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
+(* Experimented with friction modifier. Didn't seem helpful 
+            fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
+            if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
+            else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
+            end;
+
+
+        uStats.AmmoUsed(CurAmmoType);
+
+        if not (SpeechText = '') then
+            begin
+            speech:= AddVisualGear(0, 0, vgtSpeechBubble);
+            if speech <> nil then
+                begin
+                speech^.Text:= SpeechText;
+                speech^.Hedgehog:= Gear^.Hedgehog;
+                speech^.FrameTicks:= SpeechType;
+                end;
+            SpeechText:= ''
+            end;
+
+        Power:= 0;
+        if (CurAmmoGear <> nil)
+            and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
+            begin
+            Message:= Message or gmAttack;
+            CurAmmoGear^.Message:= Message
+            end
+        else
+            begin
+            if not CurrentTeam^.ExtDriven
+            and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then
+                SendIPC('a');
+            AfterAttack;
+            end
+        end
+    else 
+        Message:= Message and (not gmAttack);
+    end;
+    TargetPoint.X := NoPointX;
+    ScriptCall('onHogAttack');
+end;
+
+procedure AfterAttack;
+var s: shortstring;
+    a: TAmmoType;
+begin
+with CurrentHedgehog^.Gear^, CurrentHedgehog^ do
+    begin
+    a:= CurAmmoType;
+    State:= State and (not gstAttacking);
+    if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
+        begin
+        Inc(MultiShootAttacks);
+        
+        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
+            begin
+            s:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
+            AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
+            end;
+        
+        if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks)
+        or ((GameFlags and gfMultiWeapon) <> 0) then
+            begin
+            isInMultiShoot:= true
+            end
+        else
+            begin
+            OnUsedAmmo(CurrentHedgehog^);
+            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
+                begin
+                if TagTurnTimeLeft = 0 then
+                    TagTurnTimeLeft:= TurnTimeLeft;
+                TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
+                end;
+            if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) then
+                State:= State or gstAttacked;
+            if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then
+                ApplyAmmoChanges(CurrentHedgehog^)
+            end;
+        end
+    else
+        begin
+        OnUsedAmmo(CurrentHedgehog^);
+        ApplyAmmoChanges(CurrentHedgehog^);
+        end;
+    AttackBar:= 0
+    end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogDead(Gear: PGear);
+const frametime = 200;
+      timertime = frametime * 6;
+begin
+if Gear^.Hedgehog^.Unplaced then
+    exit;
+if Gear^.Timer > 1 then
+    begin
+    AllInactive:= false;
+    dec(Gear^.Timer);
+    if (Gear^.Timer mod frametime) = 0 then
+        inc(Gear^.Pos)
+    end 
+else if Gear^.Timer = 1 then
+    begin
+    Gear^.State:= Gear^.State or gstNoDamage;
+    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound);
+    AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
+    DeleteGear(Gear);
+    SetAllToActive
+    end 
+else // Gear^.Timer = 0
+    begin
+    AllInactive:= false;
+    Gear^.Z:= cCurrHHZ;
+    RemoveGearFromList(Gear);
+    InsertGearToList(Gear);
+    PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
+    Gear^.Pos:= 0;
+    Gear^.Timer:= timertime
+    end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogGone(Gear: PGear);
+const frametime = 65;
+      timertime = frametime * 11;
+begin
+if Gear^.Hedgehog^.Unplaced then
+    exit;
+if Gear^.Timer > 1 then
+    begin
+    AllInactive:= false;
+    dec(Gear^.Timer);
+    if (Gear^.Timer mod frametime) = 0 then
+        inc(Gear^.Pos)
+    end
+else
+if Gear^.Timer = 1 then
+    begin
+    DeleteGear(Gear);
+    SetAllToActive
+    end
+else // Gear^.Timer = 0
+    begin
+    AllInactive:= false;
+    Gear^.Z:= cCurrHHZ;
+    RemoveGearFromList(Gear);
+    InsertGearToList(Gear);
+    PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
+    PlaySound(sndWarp);
+    Gear^.Pos:= 0;
+    Gear^.Timer:= timertime
+    end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure PickUp(HH, Gear: PGear);
+var s: shortstring;
+    a: TAmmoType;
+    i: LongInt;
+    vga: PVisualGear;
+begin
+Gear^.Message:= gmDestroy;
+PlaySound(sndShotgunReload);
+if (Gear^.Pos and posCaseExplode) <> 0 then
+    if (Gear^.Pos and posCasePoison) <> 0 then
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
+    else
+        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
+else if (Gear^.Pos and posCasePoison) <> 0 then
+    doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
+else
+case Gear^.Pos of
+       posCaseUtility,
+       posCaseAmmo: begin
+                    if Gear^.AmmoType <> amNothing then a:= Gear^.AmmoType 
+                    else
+                        begin
+                        for i:= 0 to GameTicks and $7F do
+                            GetRandom(2); // Burn some random numbers
+                        if Gear^.Pos = posCaseUtility then
+                            a:= GetUtility(HH^.Hedgehog)
+                        else
+                            a:= GetAmmo(HH^.Hedgehog)
+                        end;
+                    AddAmmo(HH^.Hedgehog^, a);
+// Possibly needs to check shared clan ammo game flag once added.
+// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
+                    if (not (HH^.Hedgehog^.Team^.ExtDriven 
+                    or (HH^.Hedgehog^.BotLevel > 0)))
+                    or (HH^.Hedgehog^.Team^.Clan^.ClanIndex = LocalClan)
+                    or (GameType = gmtDemo)  then
+                        begin
+                        s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
+                        AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
+
+                        // show ammo icon
+                        vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
+                        if vga <> nil then
+                            vga^.Frame:= Longword(a);
+                        end;
+
+                    end;
+     posCaseHealth: begin
+                    inc(HH^.Health, Gear^.Health);
+                    HH^.Hedgehog^.Effects[hePoisoned] := false;
+                    str(Gear^.Health, s);
+                    s:= '+' + s;
+                    AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
+                    RenderHealth(HH^.Hedgehog^);
+                    RecountTeamHealth(HH^.Hedgehog^.Team);
+
+                    i:= 0;
+                    while i < Gear^.Health do
+                        begin
+                        vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
+                        if vga <> nil then
+                            with vga^ do
+                                begin
+                                Tint:= $00FF00FF;
+                                State:= ord(sprHealth)
+                                end;
+                        inc(i, 5);
+                        end;
+                    end;
+     end
+end;
+
+const StepTicks: LongWord = 0;
+
+procedure HedgehogStep(Gear: PGear);
+var PrevdX: LongInt;
+    CurWeapon: PAmmo;
+begin
+CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
+if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
+    begin
+    if isCursorVisible then
+        with Gear^.Hedgehog^ do
+            with CurWeapon^ do
+                begin
+                if (Gear^.Message and gmLeft  ) <> 0 then
+                    Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
+                else
+                    if (Gear^.Message and gmRight ) <> 0 then
+                        Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
+    else
+        exit;
+    StepTicks:= 200;
+    exit
+    end;
+
+    if ((Gear^.Message and gmAnimate) <> 0) then
+        begin
+        Gear^.Message:= 0;
+        Gear^.State:= Gear^.State or gstAnimation;
+        Gear^.Tag:= Gear^.MsgParam;
+        Gear^.Timer:= 0;
+        Gear^.Pos:= 0
+        end;
+
+    if ((Gear^.Message and gmLJump ) <> 0) then
+        begin
+        Gear^.Message:= Gear^.Message and (not gmLJump);
+        DeleteCI(Gear);
+        if TestCollisionYwithGear(Gear, -1) = 0 then
+            if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
+                Gear^.Y:= Gear^.Y - _2
+            else
+                if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
+                    Gear^.Y:= Gear^.Y - _1;
+            if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
+            or   (TestCollisionYwithGear(Gear, -1) <> 0)) then
+                begin
+                Gear^.dY:= -_0_15;
+                if not cArtillery then
+                    Gear^.dX:= SignAs(_0_15, Gear^.dX);
+                Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
+                PlaySound(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
+        exit
+        end;
+    end;
+
+    if ((Gear^.Message and gmHJump ) <> 0) then
+        begin
+        DeleteCI(Gear);
+        Gear^.Message:= Gear^.Message and (not gmHJump);
+
+        Gear^.dY:= -_0_2;
+        SetLittle(Gear^.dX);
+        Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
+        PlaySound(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
+        exit
+        end;
+
+    PrevdX:= hwSign(Gear^.dX);
+    if (Gear^.Message and gmLeft  )<>0 then
+        Gear^.dX:= -cLittle else
+    if (Gear^.Message and gmRight )<>0 then
+        Gear^.dX:=  cLittle else exit;
+
+    if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
+        begin
+        StepSoundTimer:= cHHStepTicks;
+        end;
+   
+    StepTicks:= cHHStepTicks;
+    if PrevdX <> hwSign(Gear^.dX) then
+        begin
+        FollowGear:= Gear;
+        exit
+        end;
+    DeleteCI(Gear); // must be after exit!! (see previous line)
+
+    Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
+    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+        begin
+        if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
+        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+            Gear^.Y:= Gear^.Y - _1;
+        end;
+
+    if (not cArtillery) and ((Gear^.Message and gmPrecise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
+        Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
+
+   SetAllHHToActive;
+
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y + _1;
+    if TestCollisionYwithGear(Gear, 1) = 0 then
+        begin
+        Gear^.Y:= Gear^.Y - _6;
+        Gear^.dY:= _0;
+        Gear^.State:= Gear^.State or gstMoving;
+        exit
+        end;
+        end
+        end
+        end
+        end
+        end
+        end;
+    AddGearCI(Gear)
+    end
+end;
+
+procedure HedgehogChAngle(HHGear: PGear);
+var da: LongWord;
+begin
+with HHGear^.Hedgehog^ do
+    if ((CurAmmoType = amRope) and ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving))
+    or ((CurAmmoType = amPortalGun) and ((HHGear^.State and gstMoving) <> 0)) then
+        da:= 2
+    else da:= 1;
+
+if (((HHGear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
+    if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then
+        dec(HHGear^.Angle, da)
+    else
+        if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then
+            inc(HHGear^.Angle, da)
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogMoving(Gear: PGear);
+var isFalling, isUnderwater: boolean;
+    land: Word;
+begin
+land:= 0;
+isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
+if Gear^.dX.QWordValue > 8160437862 then
+    Gear^.dX.QWordValue:= 8160437862;
+if Gear^.dY.QWordValue > 8160437862 then
+    Gear^.dY.QWordValue:= 8160437862;
+
+if Gear^.Hedgehog^.Unplaced then
+    begin
+    Gear^.dY:= _0;
+    Gear^.dX:= _0;
+    Gear^.State:= Gear^.State and (not gstMoving);
+    exit
+    end;
+isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
+if isFalling then
+    begin
+    if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then
+        Gear^.dY:= _0;
+    Gear^.State:= Gear^.State or gstMoving;
+    if (CurrentHedgehog^.Gear = Gear)
+        and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then 
+        begin
+        FollowGear:= Gear;
+        end;
+    if isUnderwater then
+       Gear^.dY:= Gear^.dY + cGravity / _2
+    else
+        begin
+        Gear^.dY:= Gear^.dY + cGravity;
+// this set of circumstances could be less complex if jumping was more clearly identified
+        if ((GameFlags and gfMoreWind) <> 0) and (((Gear^.Damage <> 0)
+        or ((CurAmmoGear <> nil) and ((CurAmmoGear^.AmmoType = amJetpack) or (CurAmmoGear^.AmmoType = amBirdy)))
+        or ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue))) then
+            Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
+        end
+    end 
+else
+    begin
+    land:= TestCollisionYwithGear(Gear, 1);
+    if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
+    and ((Gear^.State and gstHHJumping) <> 0) then
+        SetLittle(Gear^.dX);
+
+    if not Gear^.dY.isNegative then
+        begin
+        CheckHHDamage(Gear);
+
+        if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery)
+        and (Gear^.dX.QWordValue < _0_02.QWordValue) then
+            Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
+        Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
+        Gear^.dY:= _0;
+        end
+    else
+        Gear^.dY:= Gear^.dY + cGravity;
+
+    if ((Gear^.State and gstMoving) <> 0) then
+        begin
+        if land and lfIce <> 0 then
+            begin
+            Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
+            end
+        else
+            Gear^.dX:= Gear^.dX * Gear^.Friction;
+        end
+    end;
+
+if (Gear^.State <> 0) then
+    DeleteCI(Gear);
+
+if isUnderwater then
+   begin
+   Gear^.dY:= Gear^.dY * _0_999;
+   Gear^.dX:= Gear^.dX * _0_999;
+   end;
+
+if (Gear^.State and gstMoving) <> 0 then
+    if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
+        if not isFalling then
+            if hwAbs(Gear^.dX) > _0_01 then
+                if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
+                    if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
+                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then
+                        begin
+                        Gear^.X:= Gear^.X + Gear^.dX;
+                        Gear^.dX:= Gear^.dX * _0_9 ;
+                        Gear^.Y:= Gear^.Y - _3
+                        end
+                    else
+                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
+                        if not TestCollisionXwithXYShift(Gear, int2hwFloat(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
+                        if hwAbs(Gear^.dX) > _0_02 then
+                            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
+                        else
+                            begin
+                            Gear^.State:= Gear^.State and (not gstMoving);
+                            while TestCollisionYWithGear(Gear,1) = 0 do
+                                Gear^.Y:= Gear^.Y+_1;
+                            SetLittle(Gear^.dX)
+                            end
+            else
+                begin
+                Gear^.State:= Gear^.State and (not gstMoving);
+                while TestCollisionYWithGear(Gear,1) = 0 do
+                    Gear^.Y:= Gear^.Y+_1;
+                SetLittle(Gear^.dX)
+                end
+        else if (hwAbs(Gear^.dX) > cLittle)
+        and ((Gear^.State and gstHHJumping) = 0) then
+            Gear^.dX:= -Gear^.Elasticity * Gear^.dX
+        else
+            SetLittle(Gear^.dX);
+
+if (not isFalling)
+and (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
+    begin
+    Gear^.State:= Gear^.State and (not gstWinner);
+    Gear^.State:= Gear^.State and (not gstMoving);
+    while TestCollisionYWithGear(Gear,1) = 0 do
+        Gear^.Y:= Gear^.Y+_1;
+    SetLittle(Gear^.dX);
+    Gear^.dY:= _0
+    end
+else
+    Gear^.State:= Gear^.State or gstMoving;
+
+if (Gear^.State and gstMoving) <> 0 then
+    begin
+    Gear^.State:= Gear^.State and (not gstAnimation);
+// ARTILLERY but not being moved by explosions
+    Gear^.X:= Gear^.X + Gear^.dX;
+    Gear^.Y:= Gear^.Y + Gear^.dY;
+    if (not Gear^.dY.isNegative) and (not TestCollisionYKick(Gear, 1)) 
+    and TestCollisionYwithXYShift(Gear, 0, 1, 1) then
+        begin
+        CheckHHDamage(Gear);
+        Gear^.dY:= _0;
+        Gear^.Y:= Gear^.Y + _1
+        end;
+    CheckGearDrowning(Gear);
+    // hide target cursor if current hog is drowning
+    if (Gear^.State and gstDrowning) <> 0 then
+        if (CurrentHedgehog^.Gear = Gear) then
+            isCursorVisible:= false
+    end;
+
+if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
+    begin
+    inc(Gear^.FlightTime);
+    if Gear^.FlightTime = 3000 then
+        begin
+        AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
+        PlaySound(sndHomerun)
+        end;
+    end
+else
+    begin
+    uStats.hedgehogFlight(Gear, Gear^.FlightTime);
+    Gear^.FlightTime:= 0;
+    end;
+
+end;
+
+procedure doStepHedgehogDriven(HHGear: PGear);
+var t: PGear;
+    wasJumping: boolean;
+    Hedgehog: PHedgehog;
+begin
+Hedgehog:= HHGear^.Hedgehog;
+if isInMultiShoot then
+    HHGear^.Message:= 0;
+
+if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then 
+    AllInactive:= true
+else if not isInMultiShoot then
+    AllInactive:= false;
+
+if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
+    begin
+    if TagTurnTimeLeft = 0 then
+        TagTurnTimeLeft:= TurnTimeLeft;
+    TurnTimeLeft:= 0;
+    isCursorVisible:= false;
+    HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
+    AttackBar:= 0;
+    if HHGear^.Damage > 0 then
+        HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
+    exit
+    end;
+
+if (HHGear^.State and gstAnimation) <> 0 then
+    begin
+    HHGear^.Message:= 0;
+    if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then
+        PlaySound(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
+    inc(HHGear^.Timer);
+    if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
+        begin
+        HHGear^.Timer:= 0;
+        inc(HHGear^.Pos);
+        if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
+            HHGear^.State:= HHGear^.State and (not gstAnimation)
+        end;
+    exit
+    end;
+
+if ((HHGear^.State and gstMoving) <> 0)
+or (StepTicks = cHHStepTicks)
+or (CurAmmoGear <> nil) then // we are moving
+    begin
+    with Hedgehog^ do
+        if (CurAmmoGear = nil)
+        and (HHGear^.dY > _0_39)
+        and (CurAmmoType = amParachute) then
+            HHGear^.Message:= HHGear^.Message or gmAttack;
+    // check for case with ammo
+    t:= CheckGearNear(HHGear, gtCase, 36, 36);
+    if t <> nil then
+        PickUp(HHGear, t)
+    end;
+
+if (CurAmmoGear = nil) then
+    if (((HHGear^.Message and gmAttack) <> 0)
+    or ((HHGear^.State and gstAttacking) <> 0)) then
+        Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
+    else
+else 
+    with Hedgehog^ do
+        if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
+        and ((HHGear^.Message and gmLJump) <> 0)
+        and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
+            begin
+            Attack(HHGear);
+            HHGear^.Message:= HHGear^.Message and (not gmLJump)
+            end;
+
+if (CurAmmoGear = nil)
+or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) 
+or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) then
+    begin
+    if ((HHGear^.Message and gmSlot) <> 0) then
+        if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);
+
+    if ((HHGear^.Message and gmWeapon) <> 0) then
+        HHSetWeapon(HHGear);
+
+    if ((HHGear^.Message and gmTimer) <> 0) then
+        HHSetTimer(HHGear);
+    end;
+
+if CurAmmoGear <> nil then
+    begin
+    CurAmmoGear^.Message:= HHGear^.Message;
+    exit
+    end;
+
+if not isInMultiShoot then
+    HedgehogChAngle(HHGear);
+
+if (HHGear^.State and gstMoving) <> 0 then
+    begin
+    wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);
+
+    if ((HHGear^.Message and gmHJump) <> 0) and wasJumping and ((HHGear^.State and gstHHHJump) = 0) then
+        if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
+            begin
+            HHGear^.State:= HHGear^.State or gstHHHJump;
+            HHGear^.dY:= -_0_25;
+            if not cArtillery then
+                HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
+            PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
+            end;
+
+    HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
+
+    if (not cArtillery) and wasJumping and TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+        SetLittle(HHGear^.dX);
+
+    if Hedgehog^.Gear <> nil then
+        doStepHedgehogMoving(HHGear);
+
+    if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
+        begin
+        AddGearCI(HHGear);
+        if wasJumping then
+            StepTicks:= 410
+        else
+            StepTicks:= 95
+        end;
+    exit
+    end;
+
+    if not isInMultiShoot and (Hedgehog^.Gear <> nil) then
+        begin
+        if StepTicks > 0 then
+            dec(StepTicks);
+        if (StepTicks = 0) then
+            HedgehogStep(HHGear)
+        end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehogFree(Gear: PGear);
+var prevState: Longword;
+begin
+prevState:= Gear^.State;
+
+doStepHedgehogMoving(Gear);
+
+if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
+    begin
+    if Gear^.Damage > 0 then
+        CalcRotationDirAngle(Gear);
+    AllInactive:= false;
+    exit
+    end;
+
+if (Gear^.Health = 0) then
+    begin
+    if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
+        begin
+        Gear^.Timer:= 0;
+        FollowGear:= Gear;
+        PrvInactive:= false;
+        AllInactive:= false;
+
+        if (Gear^.State and gstHHGone) = 0 then
+            begin
+            Gear^.Hedgehog^.Effects[hePoisoned] := false;
+            if Gear^.Hedgehog^.Effects[heResurrectable] then
+                begin
+                ResurrectHedgehog(Gear);
+                end
+            else 
+                begin
+                Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
+                Gear^.doStep:= @doStepHedgehogDead;
+                // Death message
+                AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
+                end;
+            end
+        else
+            begin
+            Gear^.State:= Gear^.State and (not gstAnimation);
+            Gear^.doStep:= @doStepHedgehogGone;
+
+            // Gone message
+            AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
+            end
+        end;
+    exit
+    end;
+
+if ((Gear^.State and gstWait) = 0) and
+    (prevState <> Gear^.State) then
+    begin
+    Gear^.State:= Gear^.State or gstWait;
+    Gear^.Timer:= 150
+    end
+else
+    begin
+    if Gear^.Timer = 0 then
+        begin
+        Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstHHChooseTarget));
+        Gear^.Active:= false;
+        AddGearCI(Gear);
+        exit
+        end
+    else dec(Gear^.Timer)
+    end;
+
+AllInactive:= false
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHedgehog(Gear: PGear);
+(*
+var x,y,tx,ty: LongInt;
+    tdX, tdY, slope: hwFloat; 
+    land: Word; *)
+var slope: hwFloat; 
+begin
+if (Gear^.Message and gmDestroy) <> 0 then
+    begin
+    DeleteGear(Gear);
+    exit
+    end;
+
+if (Gear^.State and gstHHDriven) = 0 then
+    doStepHedgehogFree(Gear)
+else
+    begin
+    with Gear^.Hedgehog^ do
+        if Team^.hasGone then
+            TeamGoneEffect(Team^)
+        else
+            doStepHedgehogDriven(Gear)
+    end;
+if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0)
+and (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0)
+and (not Gear^.dY.isNegative) and (GameTicks mod (100*LongWOrd(hwRound(cMaxWindSpeed*2/cGravity))) = 0)
+and (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
+    begin
+    slope:= CalcSlopeBelowGear(Gear);
+    Gear^.dX:=Gear^.dX+slope*_0_07;
+    if slope.QWordValue <> 0 then
+        Gear^.State:= Gear^.State or gstMoving;
+(*
+    x:= hwRound(Gear^.X);
+    y:= hwRound(Gear^.Y);
+    AddVisualGear(x, y, vgtSmokeTrace);
+    AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
+    AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
+    AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
+    AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
+    AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
+    AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
+    AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
+    AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
+    AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
+    AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
+    end
+end;
+
+end.