diff -r e56ff0231540 -r 8fcd2508c49f hedgewars/uGearsUtils.pas --- a/hedgewars/uGearsUtils.pas Sat Mar 10 23:00:39 2012 -0500 +++ b/hedgewars/uGearsUtils.pas Sun Mar 11 11:39:45 2012 -0400 @@ -47,7 +47,7 @@ procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); var Gear: PGear; dmg, dmgRadius, dmgBase: LongInt; - fX, fY: hwFloat; + fX, fY, tdX, tdY: hwFloat; vg: PVisualGear; i, cnt: LongInt; begin @@ -64,11 +64,12 @@ end; if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); -if (Mask and EXPLAllDamageInRadius) = 0 then +(*if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1 else dmgRadius:= Radius; -dmgBase:= dmgRadius + cHHRadius div 2; +dmgBase:= dmgRadius + cHHRadius div 2;*) +dmgBase:= Radius shl 1 + cHHRadius div 2; fX:= int2hwFloat(X); fY:= int2hwFloat(Y); Gear:= GearsList; @@ -94,8 +95,10 @@ gtExplosives, gtStructure: begin // Run the calcs only once we know we have a type that will need damage - if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then - dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius); + tdX:= Gear^.X-fX; + tdY:= Gear^.Y-fY; + if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then + dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),Gear^.Radius); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); @@ -110,8 +113,8 @@ if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then begin DeleteCI(Gear); - Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3); - Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3); + Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); + Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); if not Gear^.Invulnerable then @@ -126,8 +129,10 @@ end; gtGrave: begin // Run the calcs only once we know we have a type that will need damage - if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then - dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)); + tdX:= Gear^.X-fX; + tdY:= Gear^.Y-fY; + if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then + dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);