diff -r 733f4001b8b9 -r ab9352a4ddcc hedgewars/HHHandlers.inc --- 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);