# HG changeset patch # User nemo # Date 1502297212 14400 # Node ID 48ee3777e42e9a4d7f9df73ee3a2df9f1e1a9506 # Parent 28bf941e13a01ebdd7d277f2df2ea13560967f06 trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so diff -r 28bf941e13a0 -r 48ee3777e42e hedgewars/uGearsUtils.pas --- a/hedgewars/uGearsUtils.pas Wed Aug 09 12:22:05 2017 -0400 +++ b/hedgewars/uGearsUtils.pas Wed Aug 09 12:46:52 2017 -0400 @@ -701,7 +701,7 @@ // check if surface was penetrated // no penetration if center's water distance not smaller than radius - if abs(dist2Water + Gear^.Radius) >= Gear^.Radius then + if ((dist2Water + Gear^.Radius div 2) < 0) or (abs(dist2Water + Gear^.Radius) >= Gear^.Radius) then isImpact:= false else begin @@ -709,16 +709,19 @@ if isDirH then begin tmp:= hwRound(Gear^.X - Gear^.dX); - tmp:= abs(min(tmp - leftX, rightX - tmp)); + if abs(tmp - leftX) < abs(tmp - rightX) then // left edge + isImpact:= (abs(tmp-leftX) >= Gear^.Radius) and (Gear^.dX.isNegative) + else + isImpact:= (abs(tmp-rightX) >= Gear^.Radius) and (not Gear^.dX.isNegative); end else begin tmp:= hwRound(Gear^.Y - Gear^.dY); tmp:= abs(cWaterLine - tmp); + // there was an impact if distance was >= radius + isImpact:= (tmp >= Gear^.Radius) and (not Gear^.dY.isNegative); end; - // there was an impact if distance was >= radius - isImpact:= (tmp >= Gear^.Radius) end; end; // end of submersible end; // end of not skipping