--- a/hedgewars/uGearsHandlersMess.pas Fri Nov 23 21:22:26 2018 +0100
+++ b/hedgewars/uGearsHandlersMess.pas Fri Nov 23 15:54:23 2018 -0500
@@ -308,7 +308,7 @@
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
begin
- if LongInt(leftX) + Gear^.Radius > hwRound(Gear^.X) then
+ if leftX + Gear^.Radius > hwRound(Gear^.X) then
Gear^.X := Gear^.X - cDrownSpeed
else
Gear^.X := Gear^.X + cDrownSpeed;
@@ -375,7 +375,7 @@
if (not Gear^.Sticky) then
begin
Gear^.X:= tX;
- Gear^.dX.isNegative:= (gX > LongInt(leftX) + Gear^.Radius*2);
+ Gear^.dX.isNegative:= (gX > leftX + Gear^.Radius*2);
Gear^.dX := Gear^.dX * Gear^.Friction;
end;
Gear^.State := Gear^.State or gstCollision;
@@ -842,9 +842,9 @@
draw:= true;
xx:= hwRound(Gear^.X);
yy:= hwRound(Gear^.Y);
- if draw and (WorldEdge = weWrap) and ((xx < LongInt(leftX) + 3) or (xx > LongInt(rightX) - 3)) then
- begin
- if xx < LongInt(leftX) + 3 then
+ if draw and (WorldEdge = weWrap) and ((xx < leftX + 3) or (xx > rightX - 3)) then
+ begin
+ if xx < leftX + 3 then
xx:= rightX-3
else xx:= leftX+3;
Gear^.X:= int2hwFloat(xx)
@@ -3681,7 +3681,7 @@
begin
// Update coordinates
tdx:=Gear^.X;
- if (hwRound(Gear^.X) < LongInt(leftX)) then
+ if (hwRound(Gear^.X) < leftX) then
Gear^.X:= Gear^.X + int2hwfloat(rightX - leftX)
else Gear^.X:= Gear^.X - int2hwfloat(rightX - leftX);
@@ -5431,20 +5431,20 @@
if WorldEdge = weWrap then
begin
- if x > LongInt(rightX) then
+ if x > rightX then
repeat
dec(x, playWidth);
dec(rx, playWidth);
- until x <= LongInt(rightX)
- else if x < LongInt(leftX) then
+ until x <= rightX
+ else if x < leftX then
repeat
inc(x, playWidth);
inc(rx, playWidth);
- until x >= LongInt(leftX);
+ until x >= leftX;
end
else if (WorldEdge = weBounce) then
begin
- if (not justBounced) and ((x > LongInt(rightX)) or (x < LongInt(leftX))) then
+ if (not justBounced) and ((x > rightX) or (x < leftX)) then
begin
// reflect
lX:= lX - ldX + ((oX - lX) * 2);
@@ -6390,8 +6390,8 @@
(Land[Target.Y, Target.X] = lfIce) and
((Target.Y+iceHeight+5 > cWaterLine) or
((WorldEdge = weSea) and
- ((Target.X+iceHeight+5 > LongInt(rightX)) or
- (Target.X-iceHeight-5 < LongInt(leftX)))))
+ ((Target.X+iceHeight+5 > rightX) or
+ (Target.X-iceHeight-5 < leftX))))
) then
begin
if Timer = iceWaitCollision then
@@ -6500,7 +6500,7 @@
DrawIceBreak(Target.X, Target.Y, iceRadius, iceHeight)
else if Target.Y+iceHeight+5 > cWaterLine then
DrawIceBreak(Target.X, Target.Y+iceHeight+5, iceRadius, iceHeight)
- else if Target.X+iceHeight+5 > LongInt(rightX) then
+ else if Target.X+iceHeight+5 > rightX then
DrawIceBreak(Target.X+iceHeight+5, Target.Y, iceRadius, iceHeight)
else
DrawIceBreak(Target.X-iceHeight-5, Target.Y, iceRadius, iceHeight);
@@ -6613,7 +6613,7 @@
if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
begin
doStepFallingGear(Gear);
- if (Gear^.Tag = 1) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
+ if (Gear^.Tag = 1) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < leftX) or (hwRound(Gear^.X) > rightX) or (hwRound(Gear^.Y) < LongInt(topY)) then
begin
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);