equal
deleted
inserted
replaced
104 |
104 |
105 if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else |
105 if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else |
106 if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64); |
106 if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64); |
107 // if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards? |
107 // if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards? |
108 if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) |
108 if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) |
109 if (Timer > 0) and (Timer-Steps > 0) then dec(Timer, Steps) |
109 if (Timer > 0) and (Timer-Steps > 0) then |
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110 begin |
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111 tdX:= tdX - _0_005*Steps; |
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112 tdY:= tdY - _0_005*Steps; |
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113 if tdX < _0 then tdX:= _0; |
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114 if tdY < _0 then tdY:= _0; |
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115 dec(Timer, Steps) |
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116 end |
110 else |
117 else |
111 begin |
118 begin |
112 Timer:= 0; |
119 Timer:= 0; |
113 tdX:= _0; |
120 tdX:= _0; |
114 tdY:= _0 |
121 tdY:= _0 |
620 begin |
627 begin |
621 Gear:= t; |
628 Gear:= t; |
622 if Gear^.Kind = vgtFlake then |
629 if Gear^.Kind = vgtFlake then |
623 begin |
630 begin |
624 // Damage calc from doMakeExplosion |
631 // Damage calc from doMakeExplosion |
625 dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); |
632 dmg:= min(100,dmgRadius*2 + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)))); |
626 if dmg > 1 then |
633 if dmg > 1 then |
627 begin |
634 begin |
628 Gear^.tdX:= Gear^.dX + SignAs(_0_01 * dmg + cHHKick, Gear^.X - int2hwFloat(X)); |
635 Gear^.tdX:= Gear^.dX + SignAs(_0_01 * dmg + cHHKick, Gear^.X - int2hwFloat(X)); |
629 Gear^.tdY:= Gear^.dY + SignAs(_0_01 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y)); |
636 Gear^.tdY:= Gear^.dY + SignAs(_0_01 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y)); |
630 Gear^.Timer:= 100 |
637 Gear^.Timer:= 200 |
631 end |
638 end |
632 end; |
639 end; |
633 t:= Gear^.NextGear |
640 t:= Gear^.NextGear |
634 end |
641 end |
635 end; |
642 end; |