oups. reused same variable twice. my bad. You know, maybe somewhere in uVariables or uGearsList should define what we use Gear variables for in each gear
authornemo
Fri, 29 Mar 2013 08:03:17 -0400
changeset 8812 fdac638c6f9a
parent 8810 b885b995aa95
child 8814 01e13871f578
oups. reused same variable twice. my bad. You know, maybe somewhere in uVariables or uGearsList should define what we use Gear variables for in each gear
hedgewars/GSHandlers.inc
--- a/hedgewars/GSHandlers.inc	Thu Mar 28 18:34:53 2013 +0200
+++ b/hedgewars/GSHandlers.inc	Fri Mar 29 08:03:17 2013 -0400
@@ -5147,8 +5147,8 @@
            ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
              (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
             begin
-                updateTarget(Gear, ndX, ndY);
-                Health := iceWaitCollision;
+            updateTarget(Gear, ndX, ndY);
+            Timer := iceWaitCollision;
             end
         else
             begin
@@ -5156,27 +5156,24 @@
             Y:= Y + dY;
             gX:= hwRound(X);
             gY:= hwRound(Y);
-            if Target.X = NoPointX then
-            begin
-                t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
-            end;
+            if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
 
             if Target.X <> NoPointX then
-            begin
+                begin
                 CheckCollisionWithLand(Gear);
                 if (State and gstCollision) <> 0 then
-                begin
-                if Health = iceWaitCollision then
                     begin
-                    Health := iceCollideWithGround;
-                    Power := GameTicks;
+                    if Timer = iceWaitCollision then
+                        begin
+                        Timer := iceCollideWithGround;
+                        Power := GameTicks;
+                        end
                     end
-                end
                 else if (target.y >= cWaterLine) then
                     begin
-                    if Health = iceWaitCollision then
+                    if Timer = iceWaitCollision then
                         begin
-                        Health := iceCollideWithWater;
+                        Timer := iceCollideWithWater;
                         Power := GameTicks;
                         end;
                     end;
@@ -5187,7 +5184,7 @@
                     Y:= HHGear^.Y
                     end;
 
-                if (Health = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
+                if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
                     begin
                     FillRoundInLand(target.x, target.y, iceRadius, icePixel);
                     landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
@@ -5198,14 +5195,14 @@
 
                     // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
                     SetAllHHToActive;
-                    Health := iceWaitCollision;
+                    Timer := iceWaitCollision;
                     end;
 
-                if (Health = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
+                if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
                     begin
                     DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
                     SetAllHHToActive;
-                    Health := iceWaitCollision;
+                    Timer := iceWaitCollision;
                     end;
 
 // freeze nearby hogs
@@ -5222,16 +5219,16 @@
                                     hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000;//cHedgehogTurnTime + cReadyDelay
                                 end;
                 inc(Pos)
-            end
+                end
             else if (t > 400) and ((gY > cWaterLine) or
                     (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
                         and (Land[gY, gX] <> 0))) then
-            begin
+                begin
                 Target.X:= gX;
                 Target.Y:= gY;
                 X:= HHGear^.X;
                 Y:= HHGear^.Y
-            end;
+                end;
             {if (gX > max(LAND_WIDTH,4096)*2) or
                     (gX < -max(LAND_WIDTH,4096)) or
                     (gY < -max(LAND_HEIGHT,4096)) or