--- a/hedgewars/uCollisions.pas Tue Jun 18 10:03:11 2013 +0200
+++ b/hedgewars/uCollisions.pas Tue Jun 18 18:39:12 2013 +0200
@@ -54,7 +54,7 @@
function TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;
-// returns: negative sign if going downhill to left, value is steepness (noslope/error = _0, 45° = _0_5)
+// returns: negative sign if going downhill to left, value is steepness (noslope/error = _0, 45 = _0_5)
function CalcSlopeBelowGear(Gear: PGear): hwFloat;
function CalcSlopeNearGear(Gear: PGear; dirX, dirY: LongInt): hwFloat;
function CalcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): Boolean;
--- a/hedgewars/uTypes.pas Tue Jun 18 10:03:11 2013 +0200
+++ b/hedgewars/uTypes.pas Tue Jun 18 18:39:12 2013 +0200
@@ -257,7 +257,7 @@
// Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use.
Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect
CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates
- AdvBounce: Longword; // Triggers 45° bounces. Is a counter to avoid edge cases
+ AdvBounce: Longword; // Triggers 45 bounces. Is a counter to avoid edge cases
Elasticity: hwFloat;
Friction : hwFloat;
Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind.