Make barrels a little more likely to blow up. 25% more damage in fall
authornemo
Sun, 21 Mar 2010 16:51:33 +0000
changeset 3036 c6ba6531cb4b
parent 3035 fcba6d7a08f3
child 3037 ab6e949eb5cb
Make barrels a little more likely to blow up. 25% more damage in fall
hedgewars/GSHandlers.inc
hedgewars/uFloat.pas
--- a/hedgewars/GSHandlers.inc	Sun Mar 21 16:45:46 2010 +0000
+++ b/hedgewars/GSHandlers.inc	Sun Mar 21 16:51:33 2010 +0000
@@ -1327,7 +1327,7 @@
     if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
         begin
         Gear^.State:= Gear^.State or gsttmpFlag;
-        inc(Gear^.Damage, hwRound(Gear^.dY * _40));
+        inc(Gear^.Damage, hwRound(Gear^.dY * _50));
         for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do 
             begin
             particle:= AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
@@ -1335,11 +1335,11 @@
             end
         end
     else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then
-        inc(Gear^.Damage, hwRound(Gear^.dX * _40))
+        inc(Gear^.Damage, hwRound(Gear^.dX * _50))
     else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then
-        inc(Gear^.Damage, hwRound(Gear^.dY * -_40))
+        inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
     else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then
-        inc(Gear^.Damage, hwRound(Gear^.dX * -_40));
+        inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
     if Gear^.Damage <> 0 then PlaySound(sndGrenadeImpact);
     doStepFallingGear(Gear);
     CalcRotationDirAngle(Gear);
--- a/hedgewars/uFloat.pas	Sun Mar 21 16:45:46 2010 +0000
+++ b/hedgewars/uFloat.pas	Sun Mar 21 16:51:33 2010 +0000
@@ -124,6 +124,7 @@
              _25: hwFloat = (isNegative: false; QWordValue:  4294967296 * 25);
              _30: hwFloat = (isNegative: false; QWordValue:  4294967296 * 30);
              _40: hwFloat = (isNegative: false; QWordValue:  4294967296 * 40);
+             _50: hwFloat = (isNegative: false; QWordValue:  4294967296 * 50);
              _70: hwFloat = (isNegative: false; QWordValue:  4294967296 * 70);
             _128: hwFloat = (isNegative: false; QWordValue:  4294967296 * 128);
             _256: hwFloat = (isNegative: false; QWordValue:  4294967296 * 256);