--- a/hedgewars/GSHandlers.inc Sun Feb 10 09:22:29 2013 -0500
+++ b/hedgewars/GSHandlers.inc Sun Feb 10 09:50:09 2013 -0500
@@ -5276,7 +5276,7 @@
var a: real;
begin
// Gear is shrunk so it can actually escape the hog without carving into the terrain
- if (Gear^.Radius = 6) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 16;
+ if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
else if Gear^.Damage > 30 then
if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
@@ -5285,8 +5285,9 @@
if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
begin
DeleteCI(Gear);
+ Gear^.Radius:= 7;
// used for damage and impact calc. needs balancing I think
- Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
+ Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_3_2));
doStepFallingGear(Gear);
AllInactive := false;
a:= Gear^.DirAngle;
@@ -5320,9 +5321,8 @@
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
- Gear^.Radius:= 20;
+ Gear^.Radius:= 16;
if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
- Gear^.Radius:= 16;
Gear^.Health:= 0;
Gear^.Timer:= 500;
AddGearCI(Gear)