equal
deleted
inserted
replaced
2286 end; |
2286 end; |
2287 |
2287 |
2288 Gear^.Y := int2hwFloat(topY-300); |
2288 Gear^.Y := int2hwFloat(topY-300); |
2289 Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); |
2289 Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); |
2290 |
2290 |
2291 if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then |
2291 // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) |
2292 Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / |
2292 if (Gear^.State = 2) then |
2293 cGravity) * Gear^.Tag; |
2293 Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 1000 // ^.Timer of gtNapalmBomb, make it a constant var if you prefer that :P |
|
2294 // calcs for regular falling gears |
|
2295 else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then |
|
2296 Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / |
|
2297 cGravity) * Gear^.Tag; |
2294 |
2298 |
2295 Gear^.Health := 6; |
2299 Gear^.Health := 6; |
2296 Gear^.doStep := @doStepAirAttackWork; |
2300 Gear^.doStep := @doStepAirAttackWork; |
2297 end; |
2301 end; |
2298 |
2302 |