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.
--- 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;