hedgewars/uGears.pas
changeset 6531 c938a35588af
parent 6530 dc6ce7eb556b
child 6543 697e9b730189
--- 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;