equal
deleted
inserted
replaced
2644 else dec(Gear^.Pos) |
2644 else dec(Gear^.Pos) |
2645 end; |
2645 end; |
2646 |
2646 |
2647 |
2647 |
2648 procedure doStepCakeWork(Gear: PGear); |
2648 procedure doStepCakeWork(Gear: PGear); |
2649 |
|
2650 const dirs: array[0..3] of TPoint = ((X: 0; Y: -1), (X: 1; Y: 0),(X: 0; Y: 1),(X: -1; Y: 0)); |
|
2651 var |
2649 var |
2652 xx, yy, xxn, yyn: LongInt; |
|
2653 dA: LongInt; |
|
2654 tdx, tdy: hwFloat; |
2650 tdx, tdy: hwFloat; |
2655 begin |
2651 begin |
2656 AllInactive := false; |
2652 AllInactive := false; |
2657 |
2653 |
2658 inc(Gear^.Tag); |
2654 inc(Gear^.Tag); |
5030 * 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. |
5026 * 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. |
5031 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. |
5027 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. |
5032 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. |
5028 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. |
5033 *) |
5029 *) |
5034 procedure doStepIceGun(Gear: PGear); |
5030 procedure doStepIceGun(Gear: PGear); |
5035 var |
5031 var |
5036 HHGear, iter: PGear; |
5032 HHGear: PGear; |
5037 ndX, ndY: hwFloat; |
5033 ndX, ndY: hwFloat; |
5038 i, t, gX, gY: LongInt; |
5034 i, t, gX, gY: LongInt; |
5039 hogs: PGearArrayS; |
5035 hogs: PGearArrayS; |
5040 begin |
5036 begin |
5041 HHGear := Gear^.Hedgehog^.Gear; |
5037 HHGear := Gear^.Hedgehog^.Gear; |