# HG changeset patch # User nemo # Date 1339249995 14400 # Node ID ce46b56ae9f561f8ab98f06ca00bf22f57c57676 # Parent 522f165cd2e772a22089fefcd1a3337f02f8088e Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y) diff -r 522f165cd2e7 -r ce46b56ae9f5 hedgewars/VGSHandlers.inc --- a/hedgewars/VGSHandlers.inc Sat Jun 09 17:05:16 2012 +0400 +++ b/hedgewars/VGSHandlers.inc Sat Jun 09 09:53:15 2012 -0400 @@ -90,10 +90,16 @@ if round(X) > cRightScreenBorder then X:= X - cScreenSpace; // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards? - if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then - Y:= Y - (1024 + 300) // TODO - configure in theme (jellies for example could use limited range) - else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then - Y:= Y - (1024 + 25); + if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then + begin + X:= cLeftScreenBorder + random(cScreenSpace); + Y:= Y - (1024 + 250 + random(50)) // TODO - configure in theme (jellies for example could use limited range) + end + else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then + begin + X:= cLeftScreenBorder + random(cScreenSpace); + Y:= Y - (1024 + random(25)) + end; Timer:= 0; tdX:= 0; tdY:= 0 diff -r 522f165cd2e7 -r ce46b56ae9f5 hedgewars/uAIAmmoTests.pas --- a/hedgewars/uAIAmmoTests.pas Sat Jun 09 17:05:16 2012 +0400 +++ b/hedgewars/uAIAmmoTests.pas Sat Jun 09 09:53:15 2012 -0400 @@ -652,7 +652,7 @@ dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y)); t:= 1.5 / dmg; -dmg:= dmg * 0.025; // div 40 +dmg:= dmg * 0.05; // div 40 Vx:= (Targ.X - x) * t; Vy:= (Targ.Y - y) * t; ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);