--- a/hedgewars/uGearsUtils.pas Sat Oct 21 23:27:58 2017 +0200
+++ b/hedgewars/uGearsUtils.pas Sat Oct 21 23:59:31 2017 +0200
@@ -57,7 +57,6 @@
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
function WorldWrap(var Gear: PGear): boolean;
-function CalcWorldWrap(X, radius: LongInt): LongInt;
function IsHogLocal(HH: PHedgehog): boolean;
@@ -1629,27 +1628,6 @@
end;
end;
-// Takes an X coordinate and corrects if according to the world edge rules
-// Wrap-around: X will be wrapped
-// Bouncy: X will be kept inside the legal land (taking radius into account)
-// Other world edges: Just returns X
-// radius is a radius (gear radius) tolerance for an appropriate distance from bouncy world edges.
-// Set radius to 0 if you don't care.
-function CalcWorldWrap(X, radius: LongInt): LongInt;
-begin
- if WorldEdge = weWrap then
- if X < LongInt(leftX) then
- X:= X + (LongInt(rightX) - LongInt(leftX))
- else if X > LongInt(rightX) then
- X:= X - (LongInt(rightX) - LongInt(leftX))
- else if WorldEdge = weBounce then
- if X - radius < LongInt(leftX) then
- X:= LongInt(leftX) + radius
- else if X + radius > LongInt(rightX) then
- X:= LongInt(rightX) - radius;
- CalcWorldWrap:= X;
-end;
-
procedure AddBounceEffectForGear(Gear: PGear);
var boing: PVisualGear;
begin
--- a/hedgewars/uUtils.pas Sat Oct 21 23:27:58 2017 +0200
+++ b/hedgewars/uUtils.pas Sat Oct 21 23:59:31 2017 +0200
@@ -77,6 +77,8 @@
function GetLaunchX(at: TAmmoType; dir: LongInt; angle: LongInt): LongInt;
function GetLaunchY(at: TAmmoType; angle: LongInt): LongInt;
+function CalcWorldWrap(X, radius: LongInt): LongInt;
+
function read1stLn(filePath: shortstring): shortstring;
function readValueFromINI(key, filePath: shortstring): shortstring;
@@ -556,6 +558,27 @@
GetLaunchY:= 0*)
end;
+// Takes an X coordinate and corrects if according to the world edge rules
+// Wrap-around: X will be wrapped
+// Bouncy: X will be kept inside the legal land (taking radius into account)
+// Other world edges: Just returns X
+// radius is a radius (gear radius) tolerance for an appropriate distance from bouncy world edges.
+// Set radius to 0 if you don't care.
+function CalcWorldWrap(X, radius: LongInt): LongInt;
+begin
+ if WorldEdge = weWrap then
+ if X < LongInt(leftX) then
+ X:= X + (LongInt(rightX) - LongInt(leftX))
+ else if X > LongInt(rightX) then
+ X:= X - (LongInt(rightX) - LongInt(leftX))
+ else if WorldEdge = weBounce then
+ if X - radius < LongInt(leftX) then
+ X:= LongInt(leftX) + radius
+ else if X + radius > LongInt(rightX) then
+ X:= LongInt(rightX) - radius;
+ CalcWorldWrap:= X;
+end;
+
function CheckNoTeamOrHH: boolean;
begin
CheckNoTeamOrHH:= (CurrentTeam = nil) or (CurrentHedgehog^.Gear = nil);