diff -r 45d43f372107 -r 0ccdff4ae8e9 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/GSHandlers.inc Wed May 02 19:16:12 2012 -0400 @@ -5418,3 +5418,17 @@ //////////////////////////////////////////////////////////////////////////////// +(* +WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer +spewing ice cubes. The cubes will probably be visual gears only, although if they were gear particles, it could allow for impacting targets in a spray. +For now we assume a "ray" like a deagle projected out from the gun. +All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target". + * When fired at water a layer of ice textured land is added above the water. + * When fired at non-ice land (land and $FF00 and not lfIce) the land is overlaid with a thin layer of ice textured land near that point. For attractiveness, a slope would probably be needed. + * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared. +A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though. +A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again. +*) +procedure doStepIceGun(Gear: PGear); +begin +end;