--- a/hedgewars/GSHandlers.inc Sun Apr 21 01:38:52 2013 +0200
+++ b/hedgewars/GSHandlers.inc Sun Apr 21 16:39:36 2013 -0400
@@ -5074,7 +5074,11 @@
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
'%', cWhiteColor, fntSmall)
end;
- if GameTicks mod 10 = 0 then dec(Gear^.Health);
+ if Gear^.Message and (gmUp or gmDown) <> 0 then
+ begin
+ if GameTicks mod 40 = 0 then dec(Gear^.Health)
+ end
+ else if GameTicks mod 10 = 0 then dec(Gear^.Health);
end;
@@ -5119,8 +5123,9 @@
HHGear: PGear;
landRect: TSDL_Rect;
ndX, ndY: hwFloat;
- i, t, gX, gY: LongInt;
+ i, j, t, gX, gY: LongInt;
hogs: PGearArrayS;
+ vg: PVisualGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then
@@ -5128,8 +5133,8 @@
DeleteGear(Gear);
AfterAttack;
exit
- end
- else if Gear^.Message and (gmUp or gmDown) = 0 then updateFuel(Gear);
+ end;
+ updateFuel(Gear);
with Gear^ do
begin
@@ -5197,6 +5202,21 @@
SetAllHHToActive;
Timer := iceWaitCollision;
end;
+(*
+ Any ideas for something that would look good here?
+ if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
+ begin
+ vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
+ if vg <> nil then
+ begin
+ i:= random(100) + 155;
+ vg^.Tint:= IceColor or $FF;
+ vg^.Angle:= random(360);
+ vg^.dx:= 0.001 * random(80);
+ vg^.dy:= 0.001 * random(80)
+ end
+ end;
+*)
// freeze nearby hogs
hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
@@ -5222,14 +5242,16 @@
X:= HHGear^.X;
Y:= HHGear^.Y
end;
- {if (gX > max(LAND_WIDTH,4096)*2) or
+ if (gX > max(LAND_WIDTH,4096)*2) or
(gX < -max(LAND_WIDTH,4096)) or
(gY < -max(LAND_HEIGHT,4096)) or
(gY > max(LAND_HEIGHT,4096)+512) then
- begin
- X:= HHGear^.X;
- Y:= HHGear^.Y
- end}
+ begin
+ //X:= HHGear^.X;
+ //Y:= HHGear^.Y
+ Target.X:= gX;
+ Target.Y:= gY;
+ end
end
end;
end;