# HG changeset patch # User sheepluva # Date 1293640053 -3600 # Node ID 1565a553d200ba206ef19c9581746cd31d16d452 # Parent ab956d4647a46a4a642de0f72c9cb02f5a2b1ef0 have napalm strike bombs explode right over the target diff -r ab956d4647a4 -r 1565a553d200 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Wed Dec 29 15:57:13 2010 +0100 +++ b/hedgewars/GSHandlers.inc Wed Dec 29 17:27:33 2010 +0100 @@ -2288,9 +2288,13 @@ Gear^.Y := int2hwFloat(topY-300); Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); - if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then - Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / - cGravity) * Gear^.Tag; + // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) + if (Gear^.State = 2) then + Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 1000 // ^.Timer of gtNapalmBomb, make it a constant var if you prefer that :P + // calcs for regular falling gears + else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then + Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / + cGravity) * Gear^.Tag; Gear^.Health := 6; Gear^.doStep := @doStepAirAttackWork;