--- a/hedgewars/HHHandlers.inc Sat Feb 10 12:52:14 2007 +0000
+++ b/hedgewars/HHHandlers.inc Sat Feb 10 13:14:41 2007 +0000
@@ -257,7 +257,7 @@
TurnTimeLeft:= 0;
Gear^.State:= Gear^.State and not gstHHDriven;
if Gear^.Damage > 0 then
- Gear^.State:= Gear^.State and not gstHHJumping;
+ Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
exit
end;
if ((Gear^.State and gstFalling) <> 0) or (StepTicks = cHHStepTicks)
@@ -280,11 +280,12 @@
if (Gear^.State and gstFalling) <> 0 then
begin
- // it could be the source to trick: hwFloat-backspace jump -> vertical wall
- // collision - > (abs(Gear^.dX) < 0.0000002) -> backspace -> even more high jump
- if ((Gear^.Message and gm_HJump) <> 0) and ((Gear^.State and gstHHJumping) <> 0) then
- if (hwAbs(Gear^.dX) < cLittle + cLittle) and (Gear^.dY < -_0_02) then
+ if ((Gear^.Message and gm_HJump) <> 0) and
+ ((Gear^.State and gstHHJumping) <> 0) and
+ ((Gear^.State and gstHHHJump) = 0) then
+ if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
+ Gear^.State:= Gear^.State or gstHHHJump;
Gear^.dY:= -_0_25;
Gear^.dX:= hwSign(Gear^.dX) * _0_02
end;
@@ -299,7 +300,7 @@
CheckHHDamage(Gear);
if ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_55)
and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX);
- Gear^.State:= Gear^.State and not (gstFalling or gstHHJumping);
+ Gear^.State:= Gear^.State and not (gstFalling or gstHHJumping or gstHHHJump);
StepTicks:= 300;
Gear^.dY:= 0
end;