4364 |
4364 |
4365 if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then |
4365 if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then |
4366 continue; |
4366 continue; |
4367 end; |
4367 end; |
4368 |
4368 |
4369 if isbullet then |
4369 if (iterator^.Kind = gtDEagleShot) or (iterator^.Kind = gtSniperRifleShot) then |
4370 begin |
4370 begin |
4371 // draw bullet trail |
4371 // draw bullet trail |
4372 spawnBulletTrail(iterator); |
4372 spawnBulletTrail(iterator); |
4373 // the bullet can now hurt the hog that fired it |
4373 // the bullet can now hurt the hog that fired it |
4374 iterator^.Data:= nil; |
4374 iterator^.Data:= nil; |
5017 var |
5017 var |
5018 HHGear: PGear; |
5018 HHGear: PGear; |
5019 begin |
5019 begin |
5020 PlaySound(sndSineGun); |
5020 PlaySound(sndSineGun); |
5021 |
5021 |
5022 // push the shooting Hedgehog back |
5022 if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then |
5023 HHGear := CurrentHedgehog^.Gear; |
5023 begin |
5024 Gear^.dX.isNegative := not Gear^.dX.isNegative; |
5024 HHGear := Gear^.Hedgehog^.Gear; |
5025 Gear^.dY.isNegative := not Gear^.dY.isNegative; |
5025 // push the shooting Hedgehog back |
5026 HHGear^.dX := Gear^.dX; |
5026 Gear^.dX.isNegative := not Gear^.dX.isNegative; |
5027 HHGear^.dY := Gear^.dY; |
5027 Gear^.dY.isNegative := not Gear^.dY.isNegative; |
5028 AmmoShove(Gear, 0, 80); |
5028 HHGear^.dX := Gear^.dX; |
5029 Gear^.dX.isNegative := not Gear^.dX.isNegative; |
5029 HHGear^.dY := Gear^.dY; |
5030 Gear^.dY.isNegative := not Gear^.dY.isNegative; |
5030 AmmoShove(Gear, 0, 80); |
|
5031 Gear^.dX.isNegative := not Gear^.dX.isNegative; |
|
5032 Gear^.dY.isNegative := not Gear^.dY.isNegative; |
|
5033 end; |
5031 |
5034 |
5032 Gear^.doStep := @doStepSineGunShotWork; |
5035 Gear^.doStep := @doStepSineGunShotWork; |
5033 {$IFNDEF PAS2C} |
5036 {$IFNDEF PAS2C} |
5034 with mobileRecord do |
5037 with mobileRecord do |
5035 if (performRumble <> nil) and (not fastUntilLag) then |
5038 if (performRumble <> nil) and (not fastUntilLag) then |