equal
deleted
inserted
replaced
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; |