equal
deleted
inserted
replaced
92 begin |
92 begin |
93 AllInactive:= false; |
93 AllInactive:= false; |
94 Gear^.Y:= Gear^.Y + cDrownSpeed; |
94 Gear^.Y:= Gear^.Y + cDrownSpeed; |
95 if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear); |
95 if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear); |
96 // Create some bubbles (0.5% might be better but causes too few bubbles sometimes) |
96 // Create some bubbles (0.5% might be better but causes too few bubbles sometimes) |
97 if Random(1000) < 10 then AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble); |
97 if (GameTicks and $1F) = 0 then |
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98 if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then |
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99 AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble) |
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100 else if Random(12) = 0 then |
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101 AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble) |
98 end; |
102 end; |
99 |
103 |
100 //////////////////////////////////////////////////////////////////////////////// |
104 //////////////////////////////////////////////////////////////////////////////// |
101 procedure doStepFallingGear(Gear: PGear); |
105 procedure doStepFallingGear(Gear: PGear); |
102 var isFalling: boolean; |
106 var isFalling: boolean; |