Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
--- a/hedgewars/VGSHandlers.inc Sat Jun 09 17:05:16 2012 +0400
+++ b/hedgewars/VGSHandlers.inc Sat Jun 09 09:53:15 2012 -0400
@@ -90,10 +90,16 @@
if round(X) > cRightScreenBorder then
X:= X - cScreenSpace;
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
- if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
- Y:= Y - (1024 + 300) // TODO - configure in theme (jellies for example could use limited range)
- else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
- Y:= Y - (1024 + 25);
+ if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
+ begin
+ X:= cLeftScreenBorder + random(cScreenSpace);
+ Y:= Y - (1024 + 250 + random(50)) // TODO - configure in theme (jellies for example could use limited range)
+ end
+ else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
+ begin
+ X:= cLeftScreenBorder + random(cScreenSpace);
+ Y:= Y - (1024 + random(25))
+ end;
Timer:= 0;
tdX:= 0;
tdY:= 0
--- a/hedgewars/uAIAmmoTests.pas Sat Jun 09 17:05:16 2012 +0400
+++ b/hedgewars/uAIAmmoTests.pas Sat Jun 09 09:53:15 2012 -0400
@@ -652,7 +652,7 @@
dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
t:= 1.5 / dmg;
-dmg:= dmg * 0.025; // div 40
+dmg:= dmg * 0.05; // div 40
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);