541 // Disable gfMoreWind for land objects on turn end to prevent bouncing them forever |
541 // Disable gfMoreWind for land objects on turn end to prevent bouncing them forever |
542 // This solution is rather ugly, in that it will occassionally suddenly wind physics |
542 // This solution is rather ugly, in that it will occassionally suddenly wind physics |
543 // while a gear is moving, this can be rather confusing. |
543 // while a gear is moving, this can be rather confusing. |
544 // TODO: Find a way to make gfMoreWind-affected land objects settle more reliably |
544 // TODO: Find a way to make gfMoreWind-affected land objects settle more reliably |
545 // and quickler without touching wind itselvs |
545 // and quickler without touching wind itselvs |
546 ((not (Gear^.Kind in [gtMine, gtAirMine, gtSMine, gtKnife, gtExplosives])) or (TimeNotInTurn < MaxMoreWindTime)) and |
546 ((not (Gear^.Kind in [gtMine, gtAirMine, gtSMine, gtKnife, gtExplosives])) or (TimeNotInTurn < MaxMoreWindTime)) then |
547 ((xland or land) = 0) and |
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548 ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then |
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549 Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density |
547 Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density |
550 end; |
548 end; |
551 |
549 |
552 Gear^.X := Gear^.X + Gear^.dX; |
550 Gear^.X := Gear^.X + Gear^.dX; |
553 Gear^.Y := Gear^.Y + Gear^.dY; |
551 Gear^.Y := Gear^.Y + Gear^.dY; |