Fix random weapons with per-hog ammo, fix ammo store loadout number in scripting for per-clan and per-hog ammo, add an advanced script hook into parsecommand to override values, add check for empty map in chSetMap, load script earlier in game params from frontend
(*
* 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
*)
(*
* This file contains the step handlers for visual gears.
*
* Since the effects of visual gears do not affect the course of the game,
* no "synchronization" between players is required.
* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
* is usually not necessary and therefore undesirable.
*)
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: real;
begin
if vobCount = 0 then exit;
sign:= 1;
with Gear^ do
begin
inc(FrameTicks, Steps);
if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then
begin
dec(FrameTicks, vobFrameTicks);
inc(Frame);
if Frame = vobFramesCount then Frame:= 0
end
else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then
begin
dec(FrameTicks, vobSDFrameTicks);
inc(Frame);
if Frame = vobSDFramesCount then Frame:= 0
end;
X:= X + (cWindSpeedf * 600 + dX + tdX) * Steps;
if SuddenDeathDmg then
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps
else
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps;
Angle:= Angle + dAngle * Steps;
if Angle > 360 then
Angle:= Angle - 360
else
if Angle < - 360 then
Angle:= Angle + 360;
if (round(X) >= cLeftScreenBorder) and
(round(X) <= cRightScreenBorder) and
(round(Y) - 75 <= LAND_HEIGHT) and
(Timer > 0) and (Timer-Steps > 0) then
begin
if tdX > 0 then sign := 1
else sign:= -1;
tdX:= tdX - 0.005*Steps*sign;
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then tdX:= 0;
if tdX > 0 then sign := 1
else sign:= -1;
tdY:= tdY - 0.005*Steps*sign;
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then tdY:= 0;
dec(Timer, Steps)
end
else
begin
if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else
if round(X) > cRightScreenBorder then X:= X - cScreenSpace;
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
if round(Y) - 75 > LAND_HEIGHT then Y:= Y - (1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
Timer:= 0;
tdX:= 0;
tdY:= 0
end;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks > Steps then
dec(Gear^.FrameTicks, Steps)
else
DeleteVisualGear(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
var s: Longword;
t: real;
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX) * Steps;
// up-and-down-bounce magic
s := (GameTicks + Gear^.Timer) mod 4096;
t := 8 * hwFloat2Float(AngleSin(s mod 2048));
if (s < 2048) then t := -t;
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else
if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
//Gear^.dY:= Gear^.dY + cGravityf;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
while Gear^.Angle > cMaxAngle do
Gear^.Angle:= Gear^.Angle - cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
begin
Steps := Steps;
if Gear^.Timer <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.Timer, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
var vgt: PVisualGear;
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
if (Gear^.State and gstTmpFlag) = 0 then
begin
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if ((GameTicks mod 200) < Steps + 1) then
begin
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.State:= gstTmpFlag;
end;
end
end
else
inc(Steps, Steps);
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - 0.02 * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.dX := Gear^.dX / (1.001 * Steps);
Gear^.dY := Gear^.dY / (1.001 * Steps);
if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealth(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.scale:= Gear^.scale + 0.0025 * Steps;
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
if Gear^.alpha < 0 then DeleteVisualGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if round(Gear^.Y) > cWaterLine then begin
DeleteVisualGear(Gear);
PlaySound(TSound(ord(sndDroplet1) + Random(3)));
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear)
else
begin
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
if Gear^.alpha < 0 then Gear^.alpha:= 0;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
record
dy, ny, dw: LongInt;
team: PTeam;
SortFactor: QWord;
end;
currsorter: PVisualGear = nil;
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t: LongInt;
begin
for t:= 1 to Steps do
begin
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div 640;
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
{$WARNINGS ON}
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then currsorter:= nil;
DeleteVisualGear(Gear);
exit
end
end
end;
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
b: boolean;
t: LongInt;
begin
Steps:= Steps; // avoid compiler hint
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
dy:= TeamsArray[t]^.DrawHealthY;
dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
team:= TeamsArray[t];
SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
end;
if TeamsCount > 1 then
repeat
b:= true;
for t:= 0 to TeamsCount - 2 do
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
begin
thexchar[cMaxTeams]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[cMaxTeams];
b:= false
end
until b;
t:= - 4;
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
dec(t, team^.HealthTex^.h + 2);
ny:= t;
dy:= dy - ny
end;
Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear;
//doStepTeamHealthSorterWork(Gear, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
if (Gear^.Hedgehog^.Gear <> nil) then
begin
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.FrameTicks);
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
end;
if Gear^.Timer = 0 then
begin
if Gear^.Hedgehog^.SpeechGear = Gear then
Gear^.Hedgehog^.SpeechGear:= nil;
DeleteVisualGear(Gear)
end;
end;
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
begin
Steps:= Steps; // avoid compiler hint
with Gear^.Hedgehog^ do
if SpeechGear <> nil then SpeechGear^.Timer:= 0;
Gear^.Hedgehog^.SpeechGear:= Gear;
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
case Gear^.FrameTicks of
1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
end;
Gear^.doStep:= @doStepSpeechBubbleWork;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
begin
if Steps > Gear^.Timer then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Timer, Steps);
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
end;
end;
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
if round(Gear^.Y) - 10 < cWaterLine then
DeleteVisualGear(Gear)
else
Gear^.Y:= Gear^.Y - 0.08 * Steps;
end;
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
var s: shortstring;
begin
s:= '';
Gear^.dY:= -0.08;
str(Gear^.State, s);
if Gear^.Hedgehog <> nil then
Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
else
Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);
if round(Gear^.Y) < cWaterLine then
Gear^.doStep:= @doStepHealthTagWork
else
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps );
if Gear^.Timer > 64 then
begin
if Gear^.State = 0 then
begin
DeleteVisualGear(Gear);
exit;
end;
dec(Gear^.State, Gear^.Timer div 65);
Gear^.Timer:= Gear^.Timer mod 65;
end;
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
Gear^.X:= Gear^.X + Gear^.dX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer > 75 then
begin
inc(Gear^.State, Gear^.Timer div 76);
Gear^.Timer:= Gear^.Timer mod 76;
if Gear^.State > 5 then DeleteVisualGear(Gear);
end;
end;
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
for i:= 0 to 31 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork;
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
//var maxMovement: LongInt;
begin
inc(Gear^.Timer, Steps);
(*
FIXME - This block desyncs due to the way WorldDx is important for various things network related.
One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit.
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
*)
if Gear^.Timer > 250 then DeleteVisualGear(Gear);
end;
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
AddVisualGear(gX, gY, vgtSmokeRing);
for i:= 0 to 46 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepBigExplosionWork;
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
performRumble();
end;
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
begin
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
DeleteVisualGear(Gear);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
var tmp: LongInt;
i: LongWord;
begin
with Gear^ do
if Frame <> 0 then
for i:= 1 to Steps do
begin
inc(FrameTicks);
if (FrameTicks mod Frame) = 0 then
begin
tmp:= Gear^.Tint and $FF;
if tdY >= 0 then inc(tmp)
else dec(tmp);
if tmp < round(dX) then tdY:= 1;
if tmp > round(dY) then tdY:= -1;
if tmp > 255 then tmp := 255;
if tmp < 0 then tmp := 0;
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
end
end
end;