Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
--- a/hedgewars/HHHandlers.inc Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/HHHandlers.inc Fri Sep 09 18:30:40 2011 -0400
@@ -1036,7 +1036,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
-var prevState,i: Longword;
+var prevState: Longword;
begin
prevState:= Gear^.State;
--- a/hedgewars/uFloat.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uFloat.pas Fri Sep 09 18:30:40 2011 -0400
@@ -16,8 +16,6 @@
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
-{$INCLUDE "options.inc"}
-
unit uFloat;
(*
* This unit provides a custom data type, hwFloat.
@@ -81,7 +79,7 @@
function hwRound(const t: hwFloat): LongInt; inline; // Does NOT really round but returns the integer representation of the hwFloat without fractional digits. (-_0_9 -> -0, _1_5 -> _1)
function hwAbs(const t: hwFloat): hwFloat; inline; // Returns the value of t with positive sign.
function hwSqr(const t: hwFloat): hwFloat; inline; // Returns the square value of parameter t.
-function hwSqrt(const t: hwFloat): hwFloat; inline; // Returns the the positive square root of parameter t.
+function hwSqrt(const t: hwFloat): hwFloat; // Returns the the positive square root of parameter t.
function Distance(const dx, dy: hwFloat): hwFloat; // Returns the distance between two points in 2-dimensional space, of which the parameters are the horizontal and vertical distance.
function DistanceI(const dx, dy: LongInt): hwFloat; // Same as above for integer parameters.
function AngleSin(const Angle: Longword): hwFloat;
--- a/hedgewars/uLand.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uLand.pas Fri Sep 09 18:30:40 2011 -0400
@@ -1229,7 +1229,7 @@
end;
procedure DrawBottomBorder; // broken out from other borders for doing a floor-only map, or possibly updating bottom during SD
-var x, y, w, c: Longword;
+var x, w, c: Longword;
begin
for w:= 0 to 23 do
for x:= leftX to rightX do
--- a/hedgewars/uLandGraphics.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uLandGraphics.pas Fri Sep 09 18:30:40 2011 -0400
@@ -832,6 +832,7 @@
begin
bRes:= false;
reCheck:= true;
+d:= 0;
while recheck do
begin
--- a/hedgewars/uLandObjects.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uLandObjects.pas Fri Sep 09 18:30:40 2011 -0400
@@ -373,7 +373,7 @@
f: textfile;
i: LongInt;
ii, t: Longword;
- c1, c2: TSDL_Color;
+ c2: TSDL_Color;
procedure CheckRect(Width, Height, x, y, w, h: LongWord);
begin
--- a/hedgewars/uTeams.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uTeams.pas Fri Sep 09 18:30:40 2011 -0400
@@ -524,7 +524,7 @@
end;
procedure chTeamGone(var s:shortstring);
-var t, i: LongInt;
+var t: LongInt;
begin
t:= 0;
while (t < cMaxTeams)
--- a/hedgewars/uVisualGears.pas Fri Sep 09 21:31:39 2011 +0200
+++ b/hedgewars/uVisualGears.pas Fri Sep 09 18:30:40 2011 -0400
@@ -29,7 +29,7 @@
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
-uses uConsts, uFloat, GLunit, uTypes, uWorld;
+uses uConsts, uFloat, GLunit, uTypes;
procedure initModule;
procedure freeModule;