equal
deleted
inserted
replaced
3046 1) Restrict portal gun to X shots. |
3046 1) Restrict portal gun to X shots. |
3047 2) If on first shot, delete all existing gtPortal |
3047 2) If on first shot, delete all existing gtPortal |
3048 3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. |
3048 3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. |
3049 *) |
3049 *) |
3050 end; |
3050 end; |
|
3051 |
|
3052 procedure doStepPiano(Gear: PGear); |
|
3053 var r0, r1: LongInt; |
|
3054 begin |
|
3055 AllInactive:= false; |
|
3056 doStepFallingGear(Gear); |
|
3057 if (Gear^.State and gstCollision) <> 0 then |
|
3058 begin |
|
3059 r0:= GetRandom(21); |
|
3060 r1:= GetRandom(21); |
|
3061 doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, EXPLAutoSound); |
|
3062 doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, EXPLAutoSound); |
|
3063 doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, EXPLAutoSound); |
|
3064 Gear^.dY:= -_1; |
|
3065 end |
|
3066 else |
|
3067 Gear^.dY += cGravity * 2; // let it fall faster so itdoesn't take too long for the whole attack |
|
3068 end; |