bit more friction. remove gstSubmersible clearing. was for the old "sea" thing that is totally gone now. As a general attribute, better to let other stuff clear it as needed.
authornemo
Tue, 17 Feb 2015 09:50:22 -0500
changeset 10828 9867dd60a66a
parent 10827 2b717f687c72
child 10829 158b5dd6b3c9
bit more friction. remove gstSubmersible clearing. was for the old "sea" thing that is totally gone now. As a general attribute, better to let other stuff clear it as needed.
hedgewars/uGearsList.pas
hedgewars/uGearsUtils.pas
--- a/hedgewars/uGearsList.pas	Mon Feb 16 13:58:32 2015 -0500
+++ b/hedgewars/uGearsList.pas	Tue Feb 17 09:50:22 2015 -0500
@@ -371,7 +371,7 @@
                 gear^.Density:= _1;
                 gear^.Angle:= 175; // Radius at which air bombs will start "seeking". $FFFFFFFF = unlimited. check is skipped.
                 gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
-                gear^.Pos:= cMaxWindSpeed.QWordValue; // air friction. slows it down when not hitting stuff
+                gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
                 gear^.Karma:= 30; // damage
                 if gear^.Timer = 0 then
                     begin
--- a/hedgewars/uGearsUtils.pas	Mon Feb 16 13:58:32 2015 -0500
+++ b/hedgewars/uGearsUtils.pas	Tue Feb 17 09:50:22 2015 -0500
@@ -714,11 +714,7 @@
             ScriptCall('onGearWaterSkip', Gear^.uid);
         end
     else
-        begin
-        if (not ((Gear^.Kind = gtJetpack) or (Gear^.Kind = gtBee))) then
-            Gear^.State:= (Gear^.State and (not gstSubmersible));  // making it temporary for most gears is more attractive I think
         CheckGearDrowning := false
-        end
 end;