equal
deleted
inserted
replaced
255 State : Longword; // See gst bitmask values in uConsts |
255 State : Longword; // See gst bitmask values in uConsts |
256 PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it. |
256 PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it. |
257 // Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use. |
257 // Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use. |
258 Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect |
258 Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect |
259 CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates |
259 CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates |
260 AdvBounce: Longword; // Triggers 45° bounces. Is a counter to avoid edge cases |
260 AdvBounce: Longword; // Triggers 45 bounces. Is a counter to avoid edge cases |
261 Elasticity: hwFloat; |
261 Elasticity: hwFloat; |
262 Friction : hwFloat; |
262 Friction : hwFloat; |
263 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
263 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
264 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
264 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
265 nImpactSounds: Word; // count of ImpactSounds. |
265 nImpactSounds: Word; // count of ImpactSounds. |