equal
deleted
inserted
replaced
103 // gtCluster, too game breaking I think |
103 // gtCluster, too game breaking I think |
104 gtSMine, |
104 gtSMine, |
105 gtCase, |
105 gtCase, |
106 gtTarget, |
106 gtTarget, |
107 gtFlame, |
107 gtFlame, |
|
108 gtKnife, |
108 gtExplosives, |
109 gtExplosives, |
109 gtStructure: begin |
110 gtStructure: begin |
110 // Run the calcs only once we know we have a type that will need damage |
111 // Run the calcs only once we know we have a type that will need damage |
111 tdX:= Gear^.X-fX; |
112 tdX:= Gear^.X-fX; |
112 tdY:= Gear^.Y-fY; |
113 tdY:= Gear^.Y-fY; |
128 DeleteCI(Gear); |
129 DeleteCI(Gear); |
129 Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); |
130 Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); |
130 Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); |
131 Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); |
131 |
132 |
132 Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); |
133 Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); |
|
134 if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and not gstCollision; |
133 if not Gear^.Invulnerable then |
135 if not Gear^.Invulnerable then |
134 Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); |
136 Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); |
135 Gear^.Active:= true; |
137 Gear^.Active:= true; |
136 if Gear^.Kind <> gtFlame then FollowGear:= Gear |
138 if Gear^.Kind <> gtFlame then FollowGear:= Gear |
137 end; |
139 end; |