hedgewars/uGearsHandlersMess.pas
changeset 11191 ba192ec1f201
parent 11170 22d8835beb4d
child 11202 a85b0ef91685
equal deleted inserted replaced
11185:fad9e4903e7b 11191:ba192ec1f201
  5789 spewing ice cubes.  The cubes will be visual gears only.  The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
  5789 spewing ice cubes.  The cubes will be visual gears only.  The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
  5790 For now we assume a "ray" like a deagle projected out from the gun.
  5790 For now we assume a "ray" like a deagle projected out from the gun.
  5791 All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks.  This is a simplifying assumption for "gun was applying freezing effect to the same target".
  5791 All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks.  This is a simplifying assumption for "gun was applying freezing effect to the same target".
  5792   * When fired at water a layer of ice textured land is added above the water.
  5792   * When fired at water a layer of ice textured land is added above the water.
  5793   * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
  5793   * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
  5794   * 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.
  5794   * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.
  5795 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.
  5795     As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.
  5796 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.
  5796     If the effect is interrupted before reaching the top, the freezing state is cleared.
       
  5797 A frozen hog will animate differently.
       
  5798     To be decided, but possibly in a similar fashion to a grave when it comes to explosions.
       
  5799     The hog might (possibly) not be damaged by explosions.
       
  5800     This might make freezing potentially useful for friendlies in a bad position.
       
  5801     It might be better to allow damage though.
       
  5802 A frozen hog stays frozen for a certain number of turns.
       
  5803     Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
  5797 *)
  5804 *)
  5798 
  5805 
  5799 
  5806 
  5800 procedure updateFuel(Gear: PGear);
  5807 procedure updateFuel(Gear: PGear);
  5801 var
  5808 var