--- a/hedgewars/uGears.pas Thu Dec 15 11:06:36 2011 -0500
+++ b/hedgewars/uGears.pas Thu Dec 15 12:57:26 2011 -0500
@@ -39,14 +39,8 @@
procedure freeModule;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
-<<<<<<< local
-function GetAmmo: TAmmoType;
-function GetUtility: TAmmoType;
-=======
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
-procedure ResurrectHedgehog(gear: PGear);
->>>>>>> other
procedure HideHog(HH: PHedgehog);
procedure RestoreHog(HH: PHedgehog);
procedure ProcessGears;
@@ -663,113 +657,6 @@
AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(LAND_HEIGHT div 2), gtFlake, 0, _0, _0, 0);
end;
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
-var Gear: PGear;
- dmg, dmgRadius, dmgBase: LongInt;
- fX, fY: hwFloat;
- vg: PVisualGear;
- i, cnt: LongInt;
-begin
-if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
-if Radius > 25 then KickFlakes(Radius, X, Y);
-
-if ((Mask and EXPLNoGfx) = 0) then
- begin
- vg:= nil;
- if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
- else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
- if vg <> nil then
- vg^.Tint:= Tint;
- 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;
-fX:= int2hwFloat(X);
-fY:= int2hwFloat(Y);
-Gear:= GearsList;
-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
- gtHedgehog,
- gtMine,
- gtBall,
- gtMelonPiece,
- gtGrenade,
- gtClusterBomb,
- // gtCluster, too game breaking I think
- gtSMine,
- gtCase,
- gtTarget,
- gtFlame,
- gtExplosives,
- gtStructure: begin
-// Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
- if dmg > 1 then
- begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- //AddFileLog('Damage: ' + inttostr(dmg));
- if (Mask and EXPLNoDamage) = 0 then
- begin
- if not Gear^.Invulnerable then
- ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
- else
- Gear^.State:= Gear^.State or gstWinner;
- end;
- if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
- begin
- DeleteCI(Gear);
- Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
- Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
-
- Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
- if not Gear^.Invulnerable then
- Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
- Gear^.Active:= true;
- if Gear^.Kind <> gtFlame then FollowGear:= Gear
- end;
- if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
- Gear^.Hedgehog^.Effects[hePoisoned] := true;
- end;
-
- end;
- gtGrave: begin
-// Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
- if dmg > 1 then
- begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- Gear^.dY:= - _0_004 * dmg;
- Gear^.Active:= true
- end
- end;
- end;
- end;
- Gear:= Gear^.NextGear
- end;
-
-if (Mask and EXPLDontDraw) = 0 then
- if (GameFlags and gfSolidLand) = 0 then
- begin
- cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
- if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
- for i:= 0 to cnt do
- AddVisualGear(X, Y, vgtChunk)
- end;
-
-uAIMisc.AwareOfExplosion(0, 0, 0)
-end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
@@ -901,8 +788,8 @@
end
else
begin
- Gear^.dX:= (Ammo^.dX * Power * _0_01)/(Gear^.Density/_3);
- Gear^.dY:= (Ammo^.dY * Power * _0_01)/(Gear^.Density/_3);
+ Gear^.dX:= Ammo^.dX * Power * _0_01;
+ Gear^.dY:= Ammo^.dY * Power * _0_01
end;
Gear^.Active:= true;