hedgewars/GSHandlers.inc
changeset 7716 95117607b81a
parent 7661 3046ad5b361e
child 7721 2b1ad418ba39
equal deleted inserted replaced
7715:8b653edac2a2 7716:95117607b81a
  2644     else dec(Gear^.Pos)
  2644     else dec(Gear^.Pos)
  2645 end;
  2645 end;
  2646 
  2646 
  2647 
  2647 
  2648 procedure doStepCakeWork(Gear: PGear);
  2648 procedure doStepCakeWork(Gear: PGear);
  2649 
       
  2650 const dirs: array[0..3] of TPoint =   ((X: 0; Y: -1), (X: 1; Y: 0),(X: 0; Y: 1),(X: -1; Y: 0));
       
  2651 var
  2649 var
  2652     xx, yy, xxn, yyn: LongInt;
       
  2653     dA: LongInt;
       
  2654     tdx, tdy: hwFloat;
  2650     tdx, tdy: hwFloat;
  2655 begin
  2651 begin
  2656     AllInactive := false;
  2652     AllInactive := false;
  2657 
  2653 
  2658     inc(Gear^.Tag);
  2654     inc(Gear^.Tag);
  5030   * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.  As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.  If the effect is interrupted before reaching the top, the freezing state is cleared.
  5026   * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.  As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.  If the effect is interrupted before reaching the top, the freezing state is cleared.
  5031 A frozen hog will animate differently.  To be decided, but possibly in a similar fashion to a grave when it comes to explosions.  The hog might (possibly) not be damaged by explosions.  This might make freezing potentially useful for friendlies in a bad position.  It might be better to allow damage though.
  5027 A frozen hog will animate differently.  To be decided, but possibly in a similar fashion to a grave when it comes to explosions.  The hog might (possibly) not be damaged by explosions.  This might make freezing potentially useful for friendlies in a bad position.  It might be better to allow damage though.
  5032 A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
  5028 A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
  5033 *)
  5029 *)
  5034 procedure doStepIceGun(Gear: PGear);
  5030 procedure doStepIceGun(Gear: PGear);
  5035 var 
  5031 var
  5036     HHGear, iter: PGear;
  5032     HHGear: PGear;
  5037     ndX, ndY: hwFloat;
  5033     ndX, ndY: hwFloat;
  5038     i, t, gX, gY: LongInt;
  5034     i, t, gX, gY: LongInt;
  5039     hogs: PGearArrayS;
  5035     hogs: PGearArrayS;
  5040 begin
  5036 begin
  5041     HHGear := Gear^.Hedgehog^.Gear;
  5037     HHGear := Gear^.Hedgehog^.Gear;