hedgewars/GSHandlers.inc
changeset 4778 1565a553d200
parent 4774 d81c6e14416d
child 4790 4cb3f7890fbd
equal deleted inserted replaced
4776:ab956d4647a4 4778:1565a553d200
  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