merge safe fixes from default. physfs include order, tips file length check, server checker fixes, shoppa border fix, land drawing optimisations, physfs off by 1 (probably unused by us), rubber svg image
--- a/.hgtags Mon Dec 30 13:34:24 2013 -0500
+++ b/.hgtags Mon Dec 30 14:56:47 2013 -0500
@@ -60,4 +60,3 @@
0000000000000000000000000000000000000000 0.9.18-release
2fc02902c7cbf3c29bfe08a50e5f37983582b251 0.9.18-release
1617149e01a4fa25637e2ab655d0287ef9c21b7c 0.9.19-release
-2b8f928faa1470858190cd9724b9ceed2a887358 0.9.20-release
--- a/CMakeLists.txt Mon Dec 30 13:34:24 2013 -0500
+++ b/CMakeLists.txt Mon Dec 30 14:56:47 2013 -0500
@@ -43,7 +43,7 @@
set(CPACK_PACKAGE_VERSION_MAJOR 0)
set(CPACK_PACKAGE_VERSION_MINOR 9)
set(CPACK_PACKAGE_VERSION_PATCH 20)
-set(HEDGEWARS_PROTO_VER 46)
+set(HEDGEWARS_PROTO_VER 47)
set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
include(${CMAKE_MODULE_PATH}/revinfo.cmake)
--- a/hedgewars/uGearsHandlersMess.pas Mon Dec 30 13:34:24 2013 -0500
+++ b/hedgewars/uGearsHandlersMess.pas Mon Dec 30 14:56:47 2013 -0500
@@ -3008,8 +3008,6 @@
FollowGear := Gear;
- Gear^.dY:= cMaxWindSpeed * 100;
-
Gear^.doStep := @doStepCakeFall
end;
@@ -3192,7 +3190,7 @@
procedure doStepDrill(Gear: PGear);
var
t: PGearArray;
- oldX, oldY, oldDx, oldDy: hwFloat;
+ oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
AllInactive := false;
@@ -3202,8 +3200,6 @@
oldDx := Gear^.dX;
oldDy := Gear^.dY;
- oldX := Gear^.X;
- oldY := Gear^.Y;
doStepFallingGear(Gear);
@@ -3219,8 +3215,6 @@
//hit
Gear^.dX := oldDx;
Gear^.dY := oldDy;
- Gear^.X := oldX;
- Gear^.Y := oldY;
if GameTicks > Gear^.FlightTime then
t := CheckGearsCollision(Gear)
@@ -3245,8 +3239,6 @@
exit;
end;
- Gear^.X:= Gear^.X+Gear^.dX*4;
- Gear^.Y:= Gear^.Y+Gear^.dY*4;
Gear^.SoundChannel := LoopSound(sndDrillRocket);
Gear^.doStep := @doStepDrillDrilling;
@@ -5489,7 +5481,7 @@
if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
begin
- FillRoundInLandFT(target.x, target.y, iceRadius, icePixel);
+ FillRoundInLand(target.x, target.y, iceRadius, icePixel);
landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);