hedgewars/GSHandlers.inc
changeset 7992 0b7dc27b2baf
parent 7874 c8aba48f38dc
child 8003 7d8bce524daf
equal deleted inserted replaced
7990:891b78af1a04 7992:0b7dc27b2baf
  3845             iterator^.PortalCounter:= 33
  3845             iterator^.PortalCounter:= 33
  3846         else
  3846         else
  3847             begin
  3847             begin
  3848             inc(iterator^.PortalCounter);
  3848             inc(iterator^.PortalCounter);
  3849             iterator^.Active:= true;
  3849             iterator^.Active:= true;
  3850             iterator^.State:= iterator^.State and (not gstHHHJump)
  3850             iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
  3851             end;
  3851             end;
  3852 
  3852 
  3853         // is it worth adding an arcsin table?  Just how often would we end up doing something like this?
  3853         // is it worth adding an arcsin table?  Just how often would we end up doing something like this?
  3854         // SYNCED ANGLE UPDATE
  3854         // SYNCED ANGLE UPDATE
  3855         if iterator^.Kind = gtRCPlane then
  3855         if iterator^.Kind = gtRCPlane then
  4049                     begin
  4049                     begin
  4050                     if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
  4050                     if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
  4051                     or ((iterator^.Message and gmAllStoppable) = 0)) then
  4051                     or ((iterator^.Message and gmAllStoppable) = 0)) then
  4052                             begin
  4052                             begin
  4053                             iterator^.Active:= true;
  4053                             iterator^.Active:= true;
  4054                             if iterator^.dY.QWordValue = _0.QWordValue then
  4054                             if iterator^.dY.QWordValue = 0 then
  4055                                 iterator^.dY.isNegative:= false;
  4055                                 iterator^.dY.isNegative:= false;
  4056                             iterator^.State:= iterator^.State or gstMoving;
  4056                             iterator^.State:= iterator^.State or gstMoving;
  4057                             DeleteCI(iterator);
  4057                             DeleteCI(iterator);
  4058                         //inc(iterator^.dY.QWordValue,10);
  4058                         //inc(iterator^.dY.QWordValue,10);
  4059                             end;
  4059                             end;