equal
deleted
inserted
replaced
2405 Gear^.Y := int2hwFloat(topY-300); |
2405 Gear^.Y := int2hwFloat(topY-300); |
2406 Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); |
2406 Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); |
2407 |
2407 |
2408 // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) |
2408 // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) |
2409 if (Gear^.State = 2) then |
2409 if (Gear^.State = 2) then |
2410 Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 1000 // ^.Timer of gtNapalmBomb, make it a constant var if you prefer that :P |
2410 Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900 |
2411 // calcs for regular falling gears |
2411 // calcs for regular falling gears |
2412 else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then |
2412 else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then |
2413 Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / |
2413 Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / |
2414 cGravity) * Gear^.Tag; |
2414 cGravity) * Gear^.Tag; |
2415 |
2415 |