Tweak napalm so it'll hit on the X without wind. Unlike bombs / minestrike, should not depend on height of X.
authornemo
Mon, 01 Feb 2010 07:10:33 +0000
changeset 2736 cc04e98dd535
parent 2735 f2008d0ce3f8
child 2737 4d1406bc8b3e
Tweak napalm so it'll hit on the X without wind. Unlike bombs / minestrike, should not depend on height of X.
hedgewars/GSHandlers.inc
--- a/hedgewars/GSHandlers.inc	Sun Jan 31 22:52:42 2010 +0000
+++ b/hedgewars/GSHandlers.inc	Mon Feb 01 07:10:33 2010 +0000
@@ -1549,7 +1549,7 @@
 			0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
 			1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine,    0, cBombsSpeed * Gear^.Tag, _0, 0);
 			2: for i:= -19 to 19 do
-				FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
+				FollowGear:= AddGear(hwRound(Gear^.X) - (70*Gear^.Tag) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
 			end;
 	Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
 	end;
@@ -1579,7 +1579,11 @@
 Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
 
 if int2hwFloat(TargetPoint.Y) - Gear^.Y > _0 then
-	Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
+    if Gear^.State <> 2 then
+	    Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag
+    else
+	    Gear^.dX:= int2hwFloat(TargetPoint.X) * Gear^.Tag;
+ 
 
 Gear^.Health:= 6;
 Gear^.doStep:= @doStepAirAttackWork;