hedgewars/GSHandlers.inc
changeset 7007 0ccdff4ae8e9
parent 7001 89488f5b99ca
child 7010 10a0a31804f3
--- 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;