equal
deleted
inserted
replaced
5251 la: hwFloat; |
5251 la: hwFloat; |
5252 a: real; |
5252 a: real; |
5253 begin |
5253 begin |
5254 // Gear is shrunk so it can actually escape the hog without carving into the terrain |
5254 // Gear is shrunk so it can actually escape the hog without carving into the terrain |
5255 if (Gear^.Radius = 6) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 16; |
5255 if (Gear^.Radius = 6) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 16; |
|
5256 if Gear^.Damage > 100 then Gear^.CollisionMask:= 0 |
|
5257 else if Gear^.Damage > 20 then |
|
5258 if GetRandom(max(2,10-Gear^.Damage div 10)) = 0 then Gear^.CollisionMask:= 0; |
|
5259 Gear^.Damage:= 0; |
5256 if Gear^.Timer > 0 then dec(Gear^.Timer); |
5260 if Gear^.Timer > 0 then dec(Gear^.Timer); |
5257 if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then |
5261 if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then |
5258 begin |
5262 begin |
5259 DeleteCI(Gear); |
5263 DeleteCI(Gear); |
5260 // used for damage and impact calc. needs balancing I think |
5264 // used for damage and impact calc. needs balancing I think |