equal
deleted
inserted
replaced
256 Friction : hwFloat; |
256 Friction : hwFloat; |
257 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
257 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
258 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
258 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
259 nImpactSounds: Word; // count of ImpactSounds. |
259 nImpactSounds: Word; // count of ImpactSounds. |
260 // Don't use these if you want to take damage normally, otherwise health/damage are commonly used for other purposes |
260 // Don't use these if you want to take damage normally, otherwise health/damage are commonly used for other purposes |
261 Invulnerable: Boolean; |
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262 Health, Damage, Karma: LongInt; |
261 Health, Damage, Karma: LongInt; |
263 // DirAngle is a "real" - if you don't need it for rotation of sprite in uGearsRender, you can use it for any visual-only value |
262 // DirAngle is a "real" - if you don't need it for rotation of sprite in uGearsRender, you can use it for any visual-only value |
264 DirAngle: real; |
263 DirAngle: real; |
265 // These are frequently overridden to serve some other purpose |
264 // These are frequently overridden to serve some other purpose |
266 Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts. |
265 Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts. |