equal
deleted
inserted
replaced
592 ignoreNearObjects, ignoreOverlap, tryAgain: boolean; |
592 ignoreNearObjects, ignoreOverlap, tryAgain: boolean; |
593 begin |
593 begin |
594 ignoreNearObjects:= false; // try not skipping proximity at first |
594 ignoreNearObjects:= false; // try not skipping proximity at first |
595 ignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates). Saving it for a 3rd pass. With this active, winning AI Survival goes back to virtual impossibility |
595 ignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates). Saving it for a 3rd pass. With this active, winning AI Survival goes back to virtual impossibility |
596 tryAgain:= true; |
596 tryAgain:= true; |
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597 if WorldEdge <> weNone then |
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598 begin |
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599 Left:= max(Left,leftX+Gear^.Radius); |
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600 Right:= min(Right,rightX-Gear^.Radius) |
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601 end; |
597 while tryAgain do |
602 while tryAgain do |
598 begin |
603 begin |
599 delta:= LAND_WIDTH div 16; |
604 delta:= LAND_WIDTH div 16; |
600 cnt2:= 0; |
605 cnt2:= 0; |
601 repeat |
606 repeat |