--- a/hedgewars/GSHandlers.inc Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/GSHandlers.inc Fri Mar 22 18:51:37 2013 +0100
@@ -5088,8 +5088,8 @@
procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
- var
- iter:PGear;
+// var
+// iter:PGear;
begin
with Gear^ do
begin
@@ -5118,10 +5118,10 @@
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision:Longint = 0;
const iceCollideWithGround:Longint = 1;
-const iceWaitNextTarget:Longint = 2;
-const iceCollideWithHog:Longint = 4;
+//const iceWaitNextTarget:Longint = 2;
+//const iceCollideWithHog:Longint = 4;
const iceCollideWithWater:Longint = 5;
-const waterFreezingTime:Longint = 500;
+//const waterFreezingTime:Longint = 500;
const groundFreezingTime:Longint = 1000;
const iceRadius = 32;
const iceHeight = 40;
--- a/hedgewars/uLandGraphics.pas Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/uLandGraphics.pas Fri Mar 22 18:51:37 2013 +0100
@@ -278,9 +278,9 @@
var
iceSurface: PSDL_Surface;
icePixels: PLongwordArray;
- pictureX, pictureY: LongInt;
- w, c: LongWord;
- weight: Longint;
+ //pictureX, pictureY: LongInt;
+ w{, c}: LongWord;
+ //weight: Longint;
begin
// So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
iceSurface:= SpritesData[sprIceTexture].Surface;
--- a/hedgewars/uWorld.pas Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/uWorld.pas Fri Mar 22 18:51:37 2013 +0100
@@ -74,7 +74,7 @@
timeTexture: PTexture;
FPS: Longword;
CountTicks: Longword;
- prevPoint, prevTargetPoint: TPoint;
+ prevPoint{, prevTargetPoint}: TPoint;
amSel: TAmmoType = amNothing;
missionTex: PTexture;
missionTimer: LongInt;
@@ -221,8 +221,8 @@
uCursor.init();
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
-prevTargetPoint.X:= 0;
-prevTargetPoint.Y:= 0;
+//prevTargetPoint.X:= 0;
+//prevTargetPoint.Y:= 0;
WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
@@ -642,7 +642,7 @@
AMShiftX:= AMShiftTargetX;
AMShiftY:= AMShiftTargetY;
prevPoint:= CursorPoint;
- prevTargetPoint:= TargetCursorPoint;
+ //prevTargetPoint:= TargetCursorPoint;
AMState:= AMHidden;
end;
end;