# HG changeset patch # User nemo # Date 1525289361 14400 # Node ID 030b085b182f4289917387adc0b20eef472b536e # Parent ced5dc3079a33dc9c521092433009abd0b59c18d real droplet fix - default density is fine - also add back in the underwater bullet trails diff -r ced5dc3079a3 -r 030b085b182f hedgewars/uGearsHandlersMess.pas --- a/hedgewars/uGearsHandlersMess.pas Wed May 02 20:09:48 2018 +0200 +++ b/hedgewars/uGearsHandlersMess.pas Wed May 02 15:29:21 2018 -0400 @@ -1397,11 +1397,11 @@ CheckGearDrowning(Gear); case Gear^.Kind of - gtMinigunBullet: isDead:= isDigging; - gtDEagleShot, gtSniperRifleShot: isDead:= Gear^.Damage >= Gear^.Health; + gtMinigunBullet: isDead:= isDigging or ((Gear^.State and gstDrowning) <> 0); + gtDEagleShot, gtSniperRifleShot: isDead:= (Gear^.Damage >= Gear^.Health) or ((Gear^.State and gstDrowning) <> 0) end; dec(i) - until (i = 0) or (isDead) or ((Gear^.State and gstDrowning) <> 0); + until (i = 0) or (isDead); LineShoveHelp(Gear, oX, oY, Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, iInit + 2 - i); @@ -1411,7 +1411,11 @@ // draw bubbles if (not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF)) then begin - for i:=(Gear^.Health * 4) downto 0 do + case Gear^.Kind of + gtMinigunBullet: iInit:= Gear^.Health * 100; + gtDEagleShot, gtSniperRifleShot: iInit:= Gear^.Health * 4 + end; + for i:=iInit downto 0 do begin if Random(6) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble); diff -r ced5dc3079a3 -r 030b085b182f hedgewars/uGearsList.pas --- a/hedgewars/uGearsList.pas Wed May 02 20:09:48 2018 +0200 +++ b/hedgewars/uGearsList.pas Wed May 02 15:29:21 2018 -0400 @@ -757,7 +757,6 @@ gtMinigunBullet: begin gear^.Radius:= 1; gear^.Health:= 2; - gear^.Density:= _0_3; end; gtGenericFaller:begin gear^.AdvBounce:= 1;