5789 spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect. |
5789 spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect. |
5790 For now we assume a "ray" like a deagle projected out from the gun. |
5790 For now we assume a "ray" like a deagle projected out from the gun. |
5791 All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target". |
5791 All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target". |
5792 * When fired at water a layer of ice textured land is added above the water. |
5792 * When fired at water a layer of ice textured land is added above the water. |
5793 * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed. |
5793 * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed. |
5794 * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared. |
5794 * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. |
5795 A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though. |
5795 As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. |
5796 A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again. |
5796 If the effect is interrupted before reaching the top, the freezing state is cleared. |
|
5797 A frozen hog will animate differently. |
|
5798 To be decided, but possibly in a similar fashion to a grave when it comes to explosions. |
|
5799 The hog might (possibly) not be damaged by explosions. |
|
5800 This might make freezing potentially useful for friendlies in a bad position. |
|
5801 It might be better to allow damage though. |
|
5802 A frozen hog stays frozen for a certain number of turns. |
|
5803 Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again. |
5797 *) |
5804 *) |
5798 |
5805 |
5799 |
5806 |
5800 procedure updateFuel(Gear: PGear); |
5807 procedure updateFuel(Gear: PGear); |
5801 var |
5808 var |