make it easier to do portal shoppa, ensure structure doesn't show up by accident in a weaponset
--- a/hedgewars/HHHandlers.inc Sun Aug 21 19:29:04 2011 -0400
+++ b/hedgewars/HHHandlers.inc Sun Aug 21 22:41:10 2011 -0400
@@ -741,8 +741,11 @@
var da: LongWord;
begin
with HHGear^.Hedgehog^ do
- if (CurAmmoType = amRope)
- and ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving) then da:= 2 else da:= 1;
+ if ((CurAmmoType = amRope) and
+ ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving)) or
+ ((CurAmmoType = amPortalGun) and
+ ((HHGear^.State and gstMoving) <> 0)) then da:= 2
+ else da:= 1;
if (((HHGear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then dec(HHGear^.Angle, da)
--- a/hedgewars/uAmmos.pas Sun Aug 21 19:29:04 2011 -0400
+++ b/hedgewars/uAmmos.pas Sun Aug 21 22:41:10 2011 -0400
@@ -111,7 +111,8 @@
((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or
((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or
((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) or
- ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) then
+ ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) or
+ (a = amStructure) then
begin
cnt:= 0;
Ammoz[a].Probability:= 0