--- a/hedgewars/uVisualGearsHandlers.pas Wed May 27 00:02:20 2020 +0200
+++ b/hedgewars/uVisualGearsHandlers.pas Wed May 27 01:24:50 2020 +0200
@@ -180,7 +180,7 @@
// flake fell far below map?
outside:= (not rising) and (round(Y) - spawnMargin + randMargin > LAND_HEIGHT);
// if not, did it rise far above map?
- outside:= outside or (rising and (round(Y) < LAND_HEIGHT - 1024 - randMargin));
+ outside:= outside or (rising and (round(Y) < LAND_HEIGHT - (cCloudOffset - 110)));
// if flake left acceptable vertical area, respawn it opposite side
if outside then
@@ -190,7 +190,7 @@
if State = 0 then
begin
// fade out rising flake
- diff:= (LAND_HEIGHT - 1024 - randMargin) - round(Y);
+ diff:= (LAND_HEIGHT - (cCloudOffset - 110)) - round(Y);
diff:= Min(diff*2, $FF);
if diff >= $FF then
begin
@@ -252,7 +252,7 @@
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
if (s < 2048) then t := -t;
-Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
+Gear^.Y := LAND_HEIGHT - cCloudOffset + LongInt(Gear^.Timer mod 8) + t;
if round(Gear^.X) < cLeftScreenBorder then
Gear^.X:= Gear^.X + cScreenSpace