--- a/hedgewars/hwengine.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/hwengine.pas Mon Jan 14 03:52:09 2019 +0100
@@ -264,7 +264,6 @@
SDL_MOUSEWHEEL:
begin
wheelEvent:= true;
- //ProcessMouseWheel(event.wheel.x, event.wheel.y);
ProcessMouseWheel(event.wheel.y);
end;
{$ENDIF}
@@ -354,7 +353,6 @@
///////////////////////////////////////////////////////////////////////////////
procedure GameRoutine;
-//var p: TPathType;
var s: shortstring;
i: LongInt;
begin
@@ -380,7 +378,6 @@
end;
if not allOK then exit;
- //SDL_StartTextInput();
SDL_ShowCursor(0);
@@ -450,7 +447,6 @@
isDeveloperMode:= false;
if checkFails(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
- //ParseCommand('rotmask', true);
if not allOK then exit;
{$IFDEF USE_VIDEO_RECORDING}
--- a/hedgewars/uGears.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGears.pas Mon Jan 14 03:52:09 2019 +0100
@@ -67,7 +67,6 @@
stChKing, stSuddenDeath, stDelay3, stHealth, stSpawn, stDelay4,
stNTurn);
NewTurnTick: LongWord;
- //SDMusic: shortstring;
const delaySDStart = 1600;
delaySDWarning = 1000;
@@ -281,8 +280,6 @@
curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall);
end;
curHandledGear^.doStep(curHandledGear);
- // might be useful later
- //ScriptCall('onGearStep', Gear^.uid);
end
end
end;
@@ -540,7 +537,6 @@
if TurnTimeLeft > 0 then
if IsClockRunning() then
- //(CurrentHedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])
begin
if (cHedgehogTurnTime > TurnTimeLeft)
and (CurrentHedgehog^.Gear <> nil)
@@ -628,13 +624,6 @@
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
begin
-(*
- if (SpeechGear <> nil) then
- begin
- DeleteVisualGear(SpeechGear); // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue
- SpeechGear:= nil
- end;
-*)
if (Gear <> nil) then
begin
@@ -798,9 +787,6 @@
((rdx.Round+rdy.Round < Gear^.Angle) and
(hwRound(hwSqr(rdx) + hwSqr(rdy)) < sqr(Gear^.Angle))) then
begin
- // Debug line. Remove later
- // AddFileLog('Too Close to Hog @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');
-
p:= 1
end
end;
@@ -850,7 +836,7 @@
rdx:= _90-(GetRandomf*_360);
rdy:= _90-(GetRandomf*_360);
Gear:= AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF);
- // Tag=1: This allows this generic faller to be displaced randomly by events
+ // This allows this generic faller to be displaced randomly by events
Gear^.Tag:= 1;
end;
@@ -983,7 +969,6 @@
FindPlace(Gear, false, t, t + playWidth div ClansCount, true);// could make Gear == nil;
if Gear <> nil then
begin
- //AddCI(Gear); uncomment if new hogs should be able to spawn on top of old ones.
Gear^.Pos:= GetRandom(49);
// unless the world is wrapping, make outter teams face to map center
if (WorldEdge <> weWrap) and ((p = 0) or (p = ClansCount - 1)) then
@@ -1018,7 +1003,6 @@
FindPlace(ar[i]^.Gear, false, leftX, rightX, true);
if ar[i]^.Gear <> nil then
begin
- //AddCI(ar[i]^.Gear); uncomment if new hogs should be able to spawn on top of old ones
ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2;
ar[i]^.Gear^.Pos:= GetRandom(19)
end;
@@ -1278,14 +1262,6 @@
if text = '' then text:= '...';
- (*
- if CheckNoTeamOrHH then
- begin
- ParseCommand('say ' + text, true);
- exit
- end;
- *)
-
if (x < 4) and (TeamsArray[t] <> nil) then
begin
// if team matches current hedgehog team, default to current hedgehog
@@ -1422,7 +1398,6 @@
step:= stDelay1;
upd:= 0;
- //SDMusic:= 'hell.ogg';
NewTurnTick:= $FFFFFFFF;
end;
--- a/hedgewars/uGearsHandlersMess.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsHandlersMess.pas Mon Jan 14 03:52:09 2019 +0100
@@ -358,7 +358,6 @@
procedure doStepFallingGear(Gear: PGear);
var
isFalling: boolean;
- //tmp: QWord;
tX, tdX, tdY: hwFloat;
collV, collH, gX, gY: LongInt;
land, xland: word;
@@ -479,10 +478,8 @@
xland:= TestCollisionXwithGear(Gear, -hwSign(Gear^.dX));
if xland <> 0 then collH := -hwSign(Gear^.dX)
end;
- //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
if (collV <> 0) and (collH <> 0) and
(((Gear^.AdvBounce=1) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)))) then
- //or ((xland or land) and lfBouncy <> 0)) then
begin
if (xland or land) and lfBouncy = 0 then
begin
@@ -535,7 +532,6 @@
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
- //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
Gear^.State := Gear^.State and (not gstMoving)
else
@@ -713,14 +709,6 @@
gY := hwRound(Gear^.Y);
for i:= 0 to 4 do
begin
- (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
- if glass <> nil then
- begin
- glass^.Frame:= 2;
- glass^.Tint:= $41B83ED0 - i * $10081000;
- glass^.dX:= 1/(10*(random(11)-5));
- glass^.dY:= -1/(random(4)+5);
- end;*)
glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
if glass <> nil then
with glass^ do
@@ -868,17 +856,6 @@
else if 360 < DirAngle then
DirAngle := DirAngle - 360;
end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
- inc(Health, 8);
- if longword(Health) > vobFrameTicks then
- begin
- dec(Health, vobFrameTicks);
- inc(Timer);
- if Timer = vobFramesCount then
- Timer:= 0
- end;
-*)
// move back to cloud layer
if CheckCoordInWater(xx, yy) then
move:= true
@@ -2396,7 +2373,6 @@
ScriptCall('onGearDamage', Gear^.UID, dmg)
end;
CalcRotationDirAngle(Gear);
- //CheckGearDrowning(Gear)
end
else
begin
@@ -2404,22 +2380,6 @@
AddCI(Gear)
end;
-(*
-Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
- begin
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
- if (Land[y+1, x] = 0) then
- begin
- if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
- Gear^.dX:= -_0_08
- else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
- Gear^.dX:= _0_08;
- end;
- if Gear^.dX.QWordValue = 0 then AddCI(Gear)
- end; *)
-
if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
Gear^.dY := _0;
if hwAbs(Gear^.dX) < _0_001 then
@@ -2490,7 +2450,6 @@
if k = gtExplosives then
begin
- //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
begin
Gear^.doStep := @doStepRollingBarrel;
@@ -2570,7 +2529,6 @@
else if Gear^.dY < - _0_03 then
PlaySound(Gear^.ImpactSound);
end;
- //if Gear^.dY > - _0_001 then Gear^.dY:= _0
CheckGearDrowning(Gear);
end;
@@ -2741,12 +2699,10 @@
Gear^.dX := Gear^.dX * _0_995;
Gear^.dY := Gear^.dY + cGravity;
- // if sticky then Gear^.dY := Gear^.dY + cGravity;
if Gear^.dY.QWordValue > _0_2.QWordValue then
Gear^.dY := Gear^.dY * _0_995;
- //if sticky then Gear^.X := Gear^.X + Gear^.dX else
Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
@@ -2821,7 +2777,7 @@
Gear^.Radius := 1;
end
else if ((GameTicks and $3) = 3) then
- doMakeExplosion(gX, gY, Gear^.Boom * 4, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+ doMakeExplosion(gX, gY, Gear^.Boom * 4, Gear^.Hedgehog, 0);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
for i:= Random(2) downto 0 do
@@ -2918,7 +2874,6 @@
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
- //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
HHGear^.dX := SignAs(cLittle, Gear^.dX);
HHGear^.dY := - _0_3;
@@ -3033,8 +2988,6 @@
1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
- //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
- // Gear^.Tag, _0, 5000);
end;
Gear^.dX := Gear^.dX + int2hwFloat(Gear^.Damage * Gear^.Tag);
if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
@@ -3326,12 +3279,10 @@
if ((Gear^.Message and (not (gmSwitch or gmPrecise))) <> 0) or (TurnTimeLeft = 0) then
begin
hedgehog := Gear^.Hedgehog;
- //Msg := Gear^.Message and (not gmSwitch);
ApplyAmmoChanges(hedgehog^);
HHGear := CurrentHedgehog^.Gear;
ApplyAmmoChanges(HHGear^.Hedgehog^);
- //HHGear^.Message := Msg;
DeleteGear(Gear);
exit
end;
@@ -3491,9 +3442,6 @@
inc(Gear^.Damage, 2);
- // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
- // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
dec(i)
until (i = 0)
or (Gear^.Damage > Gear^.Health);
@@ -3637,10 +3585,6 @@
if Gear^.Pos = 0 then
begin
///////////// adapted from doMakeExplosion ///////////////////////////
- //fX:= Gear^.X;
- //fY:= Gear^.Y;
- //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
- //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
fX:= int2hwFloat(hwRound(Gear^.X));
fY:= int2hwFloat(hwRound(Gear^.Y));
dmgBase:= Gear^.Boom shl 1 + cHHRadius div 2;
@@ -3912,30 +3856,6 @@
end ;
AfterAttack;
DeleteGear(Gear);
-
-(*
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
-
- if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
- if (Land[y, x] <> 0) then
- begin
- Gear^.dX.isNegative := not Gear^.dX.isNegative;
- Gear^.dY.isNegative := not Gear^.dY.isNegative;
- Gear^.dX := Gear^.dX * _1_5;
- Gear^.dY := Gear^.dY * _1_5 - _0_3;
- AmmoShove(Gear, 0, 40);
- AfterAttack;
- DeleteGear(Gear)
- end
- else
- else
- begin
- AfterAttack;
- DeleteGear(Gear)
- end*)
end;
procedure doStepSeductionWear(Gear: PGear);
@@ -3970,14 +3890,6 @@
if heart <> nil then
with heart^ do
begin
- { // old calcs
- dx:= 0.001 * (random(200));
- dy:= 0.001 * (random(200));
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- }
// randomize speed in both directions
dx:= 0.001 * (random(201));
@@ -4015,7 +3927,6 @@
procedure doStepSeduction(Gear: PGear);
begin
AllInactive := false;
- //DeleteCI(Gear^.Hedgehog^.Gear);
Gear^.doStep := @doStepSeductionWear
end;
@@ -4415,14 +4326,8 @@
dec(Gear^.Pos);
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
- //dec(Gear^.Timer);
move := _0_2;
fuel := 50;
-(*if (HHGear^.Message and gmPrecise) <> 0 then
- begin
- move:= _0_02;
- fuel:= 5;
- end;*)
if HHGear^.Message and gmPrecise <> 0 then
HedgehogChAngle(HHGear)
else if (Gear^.Health > 0) or (Gear^.Health = JETPACK_FUEL_INFINITE) then
@@ -4520,9 +4425,8 @@
or (HHGear^.dY < _0) then
doStepHedgehogMoving(HHGear);
- if // (Gear^.Health = 0)
+ if
(HHGear^.Damage <> 0)
- //or CheckGearDrowning(HHGear)
// drown if too deep under water
or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
or (TurnTimeLeft = 0)
@@ -4540,11 +4444,6 @@
HHGear^.Hedgehog^.CurAmmoType:= amJetpack;
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
- // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
-
-// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
-
-//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
DeleteGear(Gear);
end
end;
@@ -4789,7 +4688,6 @@
AllInactive := false;
Gear^.dX := Gear^.dX;
doStepFallingGear(Gear);
- // CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
@@ -5415,7 +5313,7 @@
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
end;
- if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
+ if (Gear^.Pos = 5) then
begin
Gear^.dY := Gear^.dY + cGravity * 2;
Gear^.Y := Gear^.Y + Gear^.dY;
@@ -5743,7 +5641,6 @@
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
flame^.CollisionMask:= lfNotCurHogCrate;
- //flame^.FlightTime:= 500; use the default huge value to avoid sticky flame suddenly being damaging as opposed to other flames
if (Gear^.Health mod 30) = 0 then
begin
@@ -5751,7 +5648,6 @@
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
flame^.CollisionMask:= lfNotCurHogCrate;
- //flame^.FlightTime:= 500;
end
end;
Gear^.Timer:= Gear^.Tag
@@ -5924,7 +5820,6 @@
if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
begin
dmg:= 0;
- //tmp^.State:= tmp^.State or gstFlatened;
if (tmp^.Kind <> gtHedgehog) or (tmp^.Hedgehog^.Effects[heInvulnerable] = 0) then
begin
// base damage on remaining health
@@ -5942,7 +5837,6 @@
if (tmp^.Kind <> gtHedgehog) or (dmg > 0) or (tmp^.Health > tmp^.Damage) then
begin
- //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
tmp2^.LinkedGear:= tmp;
SetAllToActive
@@ -5986,7 +5880,6 @@
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
, lfIndestructible) then
begin
- //Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + _1_9
end;
end;
@@ -5998,13 +5891,10 @@
end
else
begin
- //Gear^.dY := Gear^.dY + cGravity;
- //Gear^.Y := Gear^.Y + Gear^.dY;
if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
Gear^.Timer := 1
end;
- //Gear^.X := Gear^.X + HitGear^.dX;
HitGear^.X := Gear^.X;
HitGear^.Y := Gear^.Y;
SetLittle(HitGear^.dY);
@@ -6049,13 +5939,6 @@
AllInactive := false;
hh := Gear^.Hedgehog;
- // no, you can't do that here
- {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
- cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
- }
- (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
- $FF);*)
-
if ((Gear^.Message and gmUp) <> 0) then
begin
if (GameTicks and $F) <> 0 then
@@ -6091,12 +5974,6 @@
RecountTeamHealth(hh^.Team);
inc(graves.ar^[Gear^.Tag]^.Health);
inc(Gear^.Tag)
-{-for i:= 0 to High(graves) do begin
- if hh^.Gear^.Health > 0 then begin
- dec(hh^.Gear^.Health);
- inc(graves[i]^.Health);
- end;
- end; -}
end
else
begin
@@ -6132,7 +6009,6 @@
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
end
- //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
end;
procedure doStepResurrector(Gear: PGear);
@@ -6245,8 +6121,7 @@
((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
HideHog(HH)
end
- //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
- else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
+ else if (HH^.GearHidden <> nil) then
begin
RestoreHog(HH);
s:= ansistring(HH^.Name);
@@ -6352,9 +6227,8 @@
////////////////////////////////////////////////////////////////////////////////
(*
-WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer
-spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
-For now we assume a "ray" like a deagle projected out from the gun.
+The ice gun has the following effects:
+A "ray" like a deagle is projected out from the gun.
All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
* When fired at water a layer of ice textured land is added above the water.
* When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
@@ -6362,10 +6236,8 @@
As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.
If the effect is interrupted before reaching the top, the freezing state is cleared.
A frozen hog will animate differently.
- To be decided, but possibly in a similar fashion to a grave when it comes to explosions.
- The hog might (possibly) not be damaged by explosions.
+ Frozen hogs take less damage and are harder to push.
This might make freezing potentially useful for friendlies in a bad position.
- It might be better to allow damage though.
A frozen hog stays frozen for a certain number of turns.
Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
*)
@@ -6407,8 +6279,6 @@
procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-// var
-// iter:PGear;
begin
with Gear^ do
begin
@@ -6425,10 +6295,7 @@
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision = 0;
const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
const groundFreezingTime = 1000;
const iceRadius = 32;
const iceHeight = 40;
@@ -6604,7 +6471,6 @@
iter:= iter^.NextGear
end;
- // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
SetAllHHToActive;
Timer := iceWaitCollision;
Power:= GameTicks
@@ -6624,22 +6490,6 @@
SetAllHHToActive;
Timer := iceWaitCollision;
end;
-(*
- Any ideas for something that would look good here?
- if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
- begin
- vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
- if vg <> nil then
- begin
- i:= random(100) + 155;
- vg^.Tint:= IceColor or $FF;
- vg^.Angle:= random(360);
- vg^.dx:= 0.001 * random(80);
- vg^.dy:= 0.001 * random(80)
- end
- end;
-*)
-
// freeze nearby hogs
hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
if hogs.size > 0 then
@@ -6907,8 +6757,6 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-// la: hwFloat;
var a: real;
begin
// Gear is shrunk so it can actually escape the hog without carving into the terrain
@@ -6932,29 +6780,12 @@
end
else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
begin
- (*ox:= 0; oy:= 0;
- if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
- if TestCollisionXwithGear(Gear, 1) <> 0 then ox:= 1;
- if TestCollisionXwithGear(Gear, -1) <> 0 then ox:= -1;
- if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
-
- la:= _10000;
- if (ox <> 0) or (oy <> 0) then
- la:= CalcSlopeNearGear(Gear, ox, oy);
- if la = _10000 then
- begin
- // debug for when we couldn't get an angle
- //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
if Gear^.Health > 0 then
PlaySound(Gear^.ImpactSound);
Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- // end
- // else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- // AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
@@ -7056,137 +6887,4 @@
Gear^.doStep := @doStepBulletWork
end;
-(*
- This didn't end up getting used, but, who knows, might be reasonable for javellin or something
-// Make the knife initial angle based on the hog attack angle, or is that too hard?
-procedure doStepKnife(Gear: PGear);
-var t,
- gx, gy, ga, // gear x,y,angle
- lx, ly, la, // land x,y,angle
- ox, oy, // x,y offset
- w, h, // wXh of clip area
- tx, ty // tip position in sprite
- : LongInt;
- surf: PSDL_Surface;
- s: hwFloat;
-
-begin
- Gear^.dY := Gear^.dY + cGravity;
- if (GameFlags and gfMoreWind) <> 0 then
- Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- CheckGearDrowning(Gear);
- gx:= hwRound(Gear^.X);
- gy:= hwRound(Gear^.Y);
- if Gear^.State and gstDrowning <> 0 then exit;
- with Gear^ do
- begin
- if CheckLandValue(gx, gy, lfLandMask) then
- begin
- t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
- if t < 0 then inc(t, 4096)
- else if 4095 < t then dec(t, 4096);
- Angle:= t;
-
- DirAngle:= Angle / 4096 * 360
- end
- else
- begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
- t:= Angle mod 1024;
- case t div 128 of
- 0: begin
- ox:= 2; oy:= 5;
- w := 25; h:= 5;
- tx:= 0; ty:= 2
- end;
- 1: begin
- ox:= 2; oy:= 15;
- w:= 24; h:= 8;
- tx:= 0; ty:= 7
- end;
- 2: begin
- ox:= 2; oy:= 27;
- w:= 23; h:= 12;
- tx:= -12; ty:= -5
- end;
- 3: begin
- ox:= 2; oy:= 43;
- w:= 21; h:= 15;
- tx:= 0; ty:= 14
- end;
- 4: begin
- ox:= 29; oy:= 8;
- w:= 19; h:= 19;
- tx:= 0; ty:= 17
- end;
- 5: begin
- ox:= 29; oy:= 32;
- w:= 15; h:= 21;
- tx:= 0; ty:= 20
- end;
- 6: begin
- ox:= 51; oy:= 3;
- w:= 11; h:= 23;
- tx:= 0; ty:= 22
- end;
- 7: begin
- ox:= 51; oy:= 34;
- w:= 7; h:= 24;
- tx:= 0; ty:= 23
- end
- end;
-
- surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
- copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
- // try to make the knife hit point first
- lx := 0;
- ly := 0;
- if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
- begin
- la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
- ga:= vector2Angle(dX, dY);
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
- // change to 0 to 4096 forced by LongWord in Gear
- if la < 0 then la:= 4096+la;
- if ga < 0 then ga:= 4096+ga;
- if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
- begin
- if Angle >= 2048 then dec(Angle, 2048)
- else if Angle < 2048 then inc(Angle, 2048)
- end;
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
- end;
- case Angle div 1024 of
- 0: begin
- flipSurface(surf, true);
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
- end;
- 1: begin
- flipSurface(surf, false);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
- end;
- 2: begin // knife was actually drawn facing this way...
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
- end;
- 3: begin
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
- end
- end;
- SDL_FreeSurface(surf);
- // this needs to calculate actual width/height + land clipping since update texture doesn't.
- // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
- UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
- DeleteGear(Gear);
- exit
- end
- end;
-end;
-*)
-
end.
--- a/hedgewars/uGearsRender.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsRender.pas Mon Jan 14 03:52:09 2019 +0100
@@ -69,8 +69,6 @@
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
EnableTexture(false);
- //glEnable(GL_LINE_SMOOTH);
-
Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF);
@@ -92,7 +90,6 @@
openglPopMatrix();
EnableTexture(true);
- //glDisable(GL_LINE_SMOOTH)
end
end;
@@ -426,7 +423,7 @@
begin
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
/// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer
- (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
+ (((CurAmmoGear <> nil) and
// don't render crosshair/laser during kamikaze
((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
@@ -816,9 +813,6 @@
amSeduction: begin
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
- //Tint($FF, $0, $0, $AA);
- //DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
- //untint;
end;
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRCPlane: begin
@@ -915,17 +909,6 @@
0);
HatVisible:= true;
- (* with HH^ do
- if (HatTex <> nil)
- and (HatVisibility > 0) then
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- 0,
- sign,
- 32,
- 32); *)
end;
defaultPos:= false
@@ -1099,13 +1082,6 @@
if (Gear^.State and gstHHDriven) <> 0 then
begin
- (* if (CurAmmoGear = nil) then
- begin
- amt:= CurrentHedgehog^.CurAmmoType;
- case amt of
- amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
- end
- end; *)
if (CurAmmoGear = nil) then
begin
if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
@@ -1189,11 +1165,9 @@
tx := ox;
// don't go offscreen
- //tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx)));
- //ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty)));
- t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor);
+ t:= 32;
tx := min(max(tx, ViewLeftX + t), ViewRightX - t);
- t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor);
+ t:= 32;
ty := min(ty, ViewBottomY - 96);
// don't overlap with HH or HH tags
if ty < ViewTopY + t then
@@ -1272,15 +1246,12 @@
aAngle: real;
startX, endX, startY, endY: LongInt;
begin
- // airmine has its own sprite
+ // airmine has its own sprite
if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF);
- //if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF);
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else if Gear^.AmmoType = amIceGun then
- //DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8)
- //DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360)
else
begin
@@ -1343,9 +1314,7 @@
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
if Gear^.Health > 0 then
begin
- //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
- //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
untint
end
@@ -1582,8 +1551,6 @@
Tint(Gear^.Tint);
// Needs a nicer white texture to tint
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
- //DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
- //DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
untint;
end
else //if not isInLag then
@@ -1598,8 +1565,6 @@
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
-//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
-//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then
untint;
end;
@@ -1617,11 +1582,6 @@
DrawSprite(sprTardis, x-25, y-64,1);
if Gear^.Pos <> 2 then
untint
-(*
- Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
- DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
- untint
-*)
end;
gtIceGun: begin
HHGear := Gear^.Hedgehog^.Gear;
--- a/hedgewars/uGearsUtils.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uGearsUtils.pas Mon Jan 14 03:52:09 2019 +0100
@@ -118,11 +118,6 @@
end;
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-(*if (Mask and EXPLAllDamageInRadius) = 0 then
- dmgRadius:= Radius shl 1
-else
- dmgRadius:= Radius;
-dmgBase:= dmgRadius + cHHRadius div 2;*)
dmgBase:= Radius shl 1 + cHHRadius div 2;
// we might have to run twice if weWrap is enabled
@@ -136,8 +131,6 @@
while Gear <> nil do
begin
dmg:= 0;
- //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
- //if (dmg > 1) and
if (Gear^.State and gstNoDamage) = 0 then
begin
case Gear^.Kind of
@@ -147,7 +140,6 @@
gtMelonPiece,
gtGrenade,
gtClusterBomb,
- // gtCluster, too game breaking I think
gtSMine,
gtAirMine,
gtCase,
@@ -326,11 +318,8 @@
tdy:= -cGravityf;
if random(2) = 0 then
dx := -dx;
- //if random(2) = 0 then
- // dy := -dy;
FrameTicks:= random(500) + 1000;
State:= ord(sprBubbles);
- //Tint:= $bd2f03ff
Tint:= $ff0000ff
end
end
@@ -469,11 +458,6 @@
if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then
exit;
- //if _0_6 < Gear^.dY then
- // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
- //else
- // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
-
if Gear^.LastDamage <> nil then
ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
else
@@ -487,7 +471,6 @@
dAngle: real;
begin
// Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
- //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
if not Gear^.dX.isNegative then
Gear^.DirAngle := Gear^.DirAngle + dAngle
@@ -1788,37 +1771,6 @@
end
else
WorldWrap:= true;
-{ else if WorldEdge = weSea then
- begin
- if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then
- Gear^.State:= Gear^.State and (not gstSubmersible)
- else
- begin
- Gear^.State:= Gear^.State or gstSubmersible;
- Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
- Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2);
- tdx:= Gear^.dX;
- Gear^.dX:= -Gear^.dY;
- Gear^.dY:= tdx;
- Gear^.dY.isNegative:= true
- end
- end;
-
----
-
-* Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neat
-This one would be really easy to freeze game unless it was flagged unfortunately.
-
- else
- begin
- Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
- Gear^.Y:= -_2048-_256-_256;
- tdx:= Gear^.dX;
- Gear^.dX:= Gear^.dY;
- Gear^.dY:= tdx;
- Gear^.dY.isNegative:= false
- end
-}
end;
end;
--- a/hedgewars/uVisualGears.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGears.pas Mon Jan 14 03:52:09 2019 +0100
@@ -192,7 +192,6 @@
Gear:= VisualGearLayers[1];
while Gear <> nil do
begin
- //tinted:= false;
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
@@ -227,14 +226,13 @@
if Gear^.Angle <> 0 then
DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle)
else
- //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height);
end;
vgtDroplet: begin
sprite:= GetSprite(sprDroplet, sprSDDroplet);
DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
end;
- vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
+ vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtStraightShot: begin
if Gear^.dX < 0 then
i:= -1
@@ -243,7 +241,6 @@
DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
end;
end;
- //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
@@ -258,14 +255,6 @@
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
-(*
- vgtFlake: begin
- sprite:= GetSprite(sprFlake, sprSDFlake);
- if speedlessFlakes then
- DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
- else
- DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
- end;*)
vgtSpeechBubble: if (Gear^.Angle <> 0) then
// ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
--- a/hedgewars/uVisualGearsHandlers.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGearsHandlers.pas Mon Jan 14 03:52:09 2019 +0100
@@ -246,7 +246,6 @@
Gear^.X:= Gear^.X + Gear^.dX * s;
Gear^.Y:= Gear^.Y + Gear^.dY * s;
-//Gear^.dY:= Gear^.dY + cGravityf;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then
@@ -317,7 +316,7 @@
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
+Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
if (Gear^.State and gstTmpFlag) = 0 then
begin
Gear^.dY:= Gear^.dY + cGravityf * Steps;
@@ -421,7 +420,6 @@
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
@@ -624,7 +622,6 @@
Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear;
-//doStepTeamHealthSorterWork(Gear, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
--- a/hedgewars/uVisualGearsList.pas Mon Jan 14 03:23:21 2019 +0100
+++ b/hedgewars/uVisualGearsList.pas Mon Jan 14 03:52:09 2019 +0100
@@ -231,9 +231,6 @@
end;
vgtDroplet:
begin
- // old dx & dy calcs
- // dx:= 0.001 * (random(180) - 90);
- // dy:= -0.001 * (random(160) + 40);
// => min speed ~ 0.098, max speed ~ 0.218, speed range ~ 0.120
// => min angle(4096) ~ 129, max angle ~ 1919, angle range ~ 1790
dx:= 0.001 * (98 + random(121)); // speed
@@ -279,7 +276,6 @@
Timer:= 1500;
dY:= -0.08;
dX:= 0;
- //gear^.Z:= 2002;
end;
vgtSmokeTrace,
vgtEvilTrace:
@@ -287,7 +283,6 @@
gear^.X:= gear^.X - 16;
gear^.Y:= gear^.Y - 16;
gear^.State:= 8;
- //gear^.Z:= cSmokeZ
end;
vgtBigExplosion:
begin