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266 PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it. |
266 PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it. |
267 // Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use. |
267 // Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use. |
268 Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect |
268 Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect |
269 CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates |
269 CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates |
270 AdvBounce: Longword; // Triggers 45 bounces. Is a counter to avoid edge cases |
270 AdvBounce: Longword; // Triggers 45 bounces. Is a counter to avoid edge cases |
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271 Sticky: Boolean; // True if gear is *normally* able to stick to landscape on impact |
271 Elasticity: hwFloat; |
272 Elasticity: hwFloat; |
272 Friction : hwFloat; |
273 Friction : hwFloat; |
273 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
274 Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind. |
274 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
275 ImpactSound: TSound; // first sound, others have to be after it in the sounds def. |
275 nImpactSounds: Word; // count of ImpactSounds. |
276 nImpactSounds: Word; // count of ImpactSounds. |