2673 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0); |
2673 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0); |
2674 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1); |
2674 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1); |
2675 //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed * |
2675 //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed * |
2676 // Gear^.Tag, _0, 5000); |
2676 // Gear^.Tag, _0, 5000); |
2677 end; |
2677 end; |
2678 Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag); |
2678 Gear^.dX := Gear^.dX + int2hwFloat(Gear^.Damage * Gear^.Tag); |
2679 if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then |
2679 if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then |
2680 FollowGear^.State:= FollowGear^.State or gstSubmersible; |
2680 FollowGear^.State:= FollowGear^.State or gstSubmersible; |
2681 StopSoundChan(Gear^.SoundChannel, 4000); |
2681 StopSoundChan(Gear^.SoundChannel, 4000); |
2682 end; |
2682 end; |
2683 |
2683 |
2706 Gear^.Tag := -1; |
2706 Gear^.Tag := -1; |
2707 Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048); |
2707 Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048); |
2708 end; |
2708 end; |
2709 |
2709 |
2710 Gear^.Y := int2hwFloat(topY-300); |
2710 Gear^.Y := int2hwFloat(topY-300); |
2711 Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15); |
2711 Gear^.dX := int2hwFloat(Gear^.Target.X) - int2hwFloat(Gear^.Tag * Gear^.Health * Gear^.Damage) / 2; |
2712 |
2712 |
2713 // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) |
2713 // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) |
2714 if (Gear^.State = 2) then |
2714 if (Gear^.State = 2) then |
2715 Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900 |
2715 Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900 |
2716 // calcs for regular falling gears |
2716 // calcs for regular falling gears |