hedgewars/HHHandlers.inc
changeset 3388 ab9352a4ddcc
parent 3384 7eb4707d43f0
child 3391 77161719ec3c
--- a/hedgewars/HHHandlers.inc	Sat May 01 17:29:48 2010 +0000
+++ b/hedgewars/HHHandlers.inc	Sat May 01 18:44:25 2010 +0000
@@ -156,6 +156,13 @@
                          amMine: AddGear(hwRound(X) + hwSign(dX) * 7, hwRound(Y), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
                        amDEagle: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
                       amSineGun: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
+(*
+Ok. Here's where I plan to go with this.
+1) Restrict portal gun to X shots.
+2) If on first shot, delete all existing gtPortal
+3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun.  It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal.
+*)
+                    amPortalGun: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_3, yy * _0_3, 0);
                   amSniperRifle: begin
                                  PlaySound(sndSniperReload);
                                  CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);