# HG changeset patch # User nemo # Date 1272744910 0 # Node ID 77161719ec3c7fbf874f5ae4cdd5b806598cddfd # Parent 1d4926d10a9e4b73d79b597f625d5f7c33be6292 Minor change, so sheepluva can comment diff -r 1d4926d10a9e -r 77161719ec3c hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sat May 01 20:02:20 2010 +0000 +++ b/hedgewars/GSHandlers.inc Sat May 01 20:15:10 2010 +0000 @@ -53,11 +53,10 @@ particle: PVisualGear; begin // probably needs tweaking. might need to be in a case statement based upon gear type -//(not Gear^.dY.isNegative) and this should not be necessary if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then begin - skipSpeed:= _0_25; // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36... - skipAngle:= _1 + _0_9; // these should perhaps also be constants, once work out what proper values are + skipSpeed:= _0_25; + skipAngle:= _1_9; skipDecay:= _0_87; // this could perhaps be a tiny bit higher. if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then @@ -3061,7 +3060,7 @@ end; procedure doStepMovingPortal(Gear: PGear); -var i, x, y: LongWord; +var i, x, y: LongInt; oX, oY: hwFloat; begin oX:= Gear^.X; @@ -3079,13 +3078,13 @@ begin inc(Gear^.Tag); Gear^.doStep:= @doStepPortal; - AfterAttack +// AfterAttack; end // How laser checks for infinite -else if (y > LAND_HEIGHT + LAND_WIDTH div 4) or (y < - LAND_WIDTH div 4) or (x > LAND_WIDTH + LAND_WIDTH div 4) or (x < - LAND_WIDTH div 4) then +else if (y > cWaterLine + cVisibleWater + Gear^.Radius) or (y < -LAND_WIDTH) or (x > LAND_WIDTH + LAND_WIDTH) or (x < -LAND_WIDTH) then begin DeleteGear(Gear); - AfterAttack +// AfterAttack end; end; diff -r 1d4926d10a9e -r 77161719ec3c hedgewars/HHHandlers.inc --- a/hedgewars/HHHandlers.inc Sat May 01 20:02:20 2010 +0000 +++ b/hedgewars/HHHandlers.inc Sat May 01 20:15:10 2010 +0000 @@ -162,7 +162,20 @@ 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); + amPortalGun: begin + //if (Ammo^[CurSlot, CurAmmo].NumPerTurn >= MultiShootAttacks) then + + +//CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0); +AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0); + + + + end; + + + + amSniperRifle: begin PlaySound(sndSniperReload); CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);