diff -r 19be64b0f36e -r a4ec39eac0be hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sun Apr 21 01:38:52 2013 +0200 +++ b/hedgewars/GSHandlers.inc Sun Apr 21 16:39:36 2013 -0400 @@ -5074,7 +5074,11 @@ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) + '%', cWhiteColor, fntSmall) end; - if GameTicks mod 10 = 0 then dec(Gear^.Health); + if Gear^.Message and (gmUp or gmDown) <> 0 then + begin + if GameTicks mod 40 = 0 then dec(Gear^.Health) + end + else if GameTicks mod 10 = 0 then dec(Gear^.Health); end; @@ -5119,8 +5123,9 @@ HHGear: PGear; landRect: TSDL_Rect; ndX, ndY: hwFloat; - i, t, gX, gY: LongInt; + i, j, t, gX, gY: LongInt; hogs: PGearArrayS; + vg: PVisualGear; begin HHGear := Gear^.Hedgehog^.Gear; if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then @@ -5128,8 +5133,8 @@ DeleteGear(Gear); AfterAttack; exit - end - else if Gear^.Message and (gmUp or gmDown) = 0 then updateFuel(Gear); + end; + updateFuel(Gear); with Gear^ do begin @@ -5197,6 +5202,21 @@ SetAllHHToActive; Timer := iceWaitCollision; end; +(* + Any ideas for something that would look good here? + if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then + begin + vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1); + if vg <> nil then + begin + i:= random(100) + 155; + vg^.Tint:= IceColor or $FF; + vg^.Angle:= random(360); + vg^.dx:= 0.001 * random(80); + vg^.dy:= 0.001 * random(80) + end + end; +*) // freeze nearby hogs hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2); @@ -5222,14 +5242,16 @@ X:= HHGear^.X; Y:= HHGear^.Y end; - {if (gX > max(LAND_WIDTH,4096)*2) or + if (gX > max(LAND_WIDTH,4096)*2) or (gX < -max(LAND_WIDTH,4096)) or (gY < -max(LAND_HEIGHT,4096)) or (gY > max(LAND_HEIGHT,4096)+512) then - begin - X:= HHGear^.X; - Y:= HHGear^.Y - end} + begin + //X:= HHGear^.X; + //Y:= HHGear^.Y + Target.X:= gX; + Target.Y:= gY; + end end end; end;