--- a/hedgewars/uGearsUtils.pas Tue Mar 20 01:30:54 2012 -0400
+++ b/hedgewars/uGearsUtils.pas Wed Mar 21 00:05:46 2012 -0400
@@ -379,8 +379,12 @@
if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
and (CurAmmoGear^.dY < _0_01))) then
- // don't play splash if they are already way past the surface
- PlaySound(sndSplash)
+ if Gear^.Density * Gear^.dY > _1 then
+ PlaySound(sndSplash)
+ else if Gear^.Density * Gear^.dY > _0_5 then
+ PlaySound(sndSkip)
+ else
+ PlaySound(sndDroplet2);
end;
if ((cReducedQuality and rqPlainSplash) = 0)
@@ -391,7 +395,7 @@
splash:= AddVisualGear(X, cWaterLine, vgtSplash);
if splash <> nil then
begin
- splash^.Scale:= hwFloat2Float(Gear^.Density / _3);
+ splash^.Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
if splash^.Scale > 1 then splash^.Scale:= power(splash^.Scale,0.3333)
else splash^.Scale:= splash^.Scale + ((1-splash^.Scale) / 2);
end;