--- a/hedgewars/uCollisions.pas Sat Jun 23 21:37:47 2012 -0400
+++ b/hedgewars/uCollisions.pas Sat Jun 23 22:39:00 2012 -0400
@@ -138,18 +138,11 @@
var x, y, i: LongInt;
TestWord: LongWord;
begin
-if Gear^.IntersectGear <> nil then
- with Gear^ do
- if (hwRound(IntersectGear^.X) + IntersectGear^.Radius < hwRound(X) - Radius)
- or (hwRound(IntersectGear^.X) - IntersectGear^.Radius > hwRound(X) + Radius) then
- begin
- IntersectGear:= nil;
- TestWord:= 0
- end
- else
- TestWord:= 255
-else
- TestWord:= 0;
+// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
+if (Gear^.CollisionMask = $FF7F) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+ ((hwRound(Gear^.Hedgehog^.Gear^.X) + Gear^.Hedgehog^.Gear^.Radius + 4 < hwRound(Gear^.X) - Gear^.Radius) or
+ (hwRound(Gear^.Hedgehog^.Gear^.X) - Gear^.Hedgehog^.Gear^.Radius - 4 > hwRound(Gear^.X) + Gear^.Radius)) then
+ Gear^.CollisionMask:= $FFFF;
x:= hwRound(Gear^.X);
if Dir < 0 then
@@ -164,7 +157,7 @@
i:= y + Gear^.Radius * 2 - 2;
repeat
if (y and LAND_HEIGHT_MASK) = 0 then
- if Land[y, x] > TestWord then
+ if Land[y, x] and Gear^.CollisionMask <> 0 then
exit;
inc(y)
until (y > i);
@@ -176,18 +169,11 @@
var x, y, i: LongInt;
TestWord: LongWord;
begin
-if Gear^.IntersectGear <> nil then
- with Gear^ do
- if (hwRound(IntersectGear^.Y) + IntersectGear^.Radius < hwRound(Y) - Radius) or
- (hwRound(IntersectGear^.Y) - IntersectGear^.Radius > hwRound(Y) + Radius) then
- begin
- IntersectGear:= nil;
- TestWord:= 0
- end
- else
- TestWord:= 255
-else
- TestWord:= 0;
+// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
+if (Gear^.CollisionMask = $FF7F) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+ ((hwRound(Gear^.Hedgehog^.Gear^.Y) + Gear^.Hedgehog^.Gear^.Radius + 4 < hwRound(Gear^.Y) - Gear^.Radius) or
+ (hwRound(Gear^.Hedgehog^.Gear^.Y) - Gear^.Hedgehog^.Gear^.Radius - 4 > hwRound(Gear^.Y) + Gear^.Radius)) then
+ Gear^.CollisionMask:= $FFFF;
y:= hwRound(Gear^.Y);
if Dir < 0 then
@@ -201,12 +187,12 @@
i:= x + Gear^.Radius * 2 - 2;
repeat
if (x and LAND_WIDTH_MASK) = 0 then
- if Land[y, x] > TestWord then
- begin
+ if Land[y, x] and Gear^.CollisionMask <> 0 then
+ begin
TestCollisionYwithGear:= Land[y, x];
exit;
- end;
- inc(x)
+ end;
+ inc(x)
until (x > i);
end;
TestCollisionYwithGear:= 0