make all bullets function similar to machinegun bullets (can hit/shove objects without checkin)
--- a/hedgewars/uGearsHandlersMess.pas Thu May 24 09:51:11 2018 -0400
+++ b/hedgewars/uGearsHandlersMess.pas Thu May 24 13:04:56 2018 -0400
@@ -1301,8 +1301,7 @@
procedure LineShoveHelp(Gear: PGear; oX, oY, tX, tY, dX, dY: hwFloat; count: LongWord);
var dmg,power: LongInt;
begin
- if ((Gear^.Kind = gtMinigunBullet) or (Gear^.Damage > 0))
- and (hwSqr(tX - oX) + hwSqr(tY - oY) > _0_25) then
+ if hwSqr(tX - oX) + hwSqr(tY - oY) > _0_25 then
begin
if (Gear^.AmmoType = amDEagle) or (Gear^.AmmoType = amMinigun) then
dmg:= Gear^.Boom
@@ -1486,6 +1485,7 @@
Gear^.Data:= Pointer(Gear^.Hedgehog^.Gear);
PlaySound(sndGun);
+ ClearHitOrder();
// add 2 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
@@ -1528,6 +1528,7 @@
Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
PlaySound(sndGun);
+ ClearHitOrder();
// add 2 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
--- a/hedgewars/uGearsUtils.pas Thu May 24 09:51:11 2018 -0400
+++ b/hedgewars/uGearsUtils.pas Thu May 24 13:04:56 2018 -0400
@@ -1291,8 +1291,9 @@
begin
dec(i);
Gear:= t^.ar[i];
- if (Ammo^.Data <> nil) and (Ammo^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet]) and (PGear(Ammo^.Data) = Gear)
- or ((Ammo^.Kind = gtMinigunBullet) and (not UpdateHitOrder(Gear, Ammo^.WDTimer))) then
+ if (Ammo^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet])
+ and (((Ammo^.Data <> nil) and (PGear(Ammo^.Data) = Gear))
+ or (not UpdateHitOrder(Gear, Ammo^.WDTimer))) then
continue;
if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and
@@ -1303,9 +1304,7 @@
begin
if (not (Gear^.Kind in [gtMinigun, gtPortal])) and
- ((Ammo^.Kind = gtDEagleShot)
- or (Ammo^.Kind = gtSniperRifleShot)
- or (Ammo^.Kind = gtMinigunBullet)) then
+ (Ammo^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet]) then
begin
VGear := AddVisualGear(t^.cX[i], t^.cY[i], vgtBulletHit);
if VGear <> nil then
@@ -1413,10 +1412,7 @@
procedure AmmoShoveLine(Ammo: PGear; Damage, Power: LongInt; oX, oY, tX, tY: hwFloat);
var t: PGearArray;
begin
- if Ammo^.Kind = gtMinigunBullet then
- t:= CheckAllGearsLineCollision(Ammo, oX, oY, tX, tY)
- else
- t:= CheckGearsLineCollision(Ammo, oX, oY, tX, tY);
+ t:= CheckAllGearsLineCollision(Ammo, oX, oY, tX, tY);
AmmoShoveImpl(Ammo, Damage, Power, t);
end;