equal
deleted
inserted
replaced
78 Gear^.X:= Gear^.X + (cWindSpeedf * 200 + Gear^.dX) * Steps; |
78 Gear^.X:= Gear^.X + (cWindSpeedf * 200 + Gear^.dX) * Steps; |
79 |
79 |
80 // up-and-down-bounce magic |
80 // up-and-down-bounce magic |
81 s := (GameTicks + Gear^.Timer) mod 4096; |
81 s := (GameTicks + Gear^.Timer) mod 4096; |
82 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296; |
82 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296; |
83 if (s < 2048) then t *= -1; |
83 if (s < 2048) then t := -t; |
84 |
84 |
85 Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t; |
85 Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t; |
86 |
86 |
87 if round(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= float(cScreenWidth + LAND_WIDTH) else |
87 if round(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= float(cScreenWidth + LAND_WIDTH) else |
88 if round(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= float(-cScreenWidth - 256) |
88 if round(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= float(-cScreenWidth - 256) |