real droplet fix - default density is fine - also add back in the underwater bullet trails
--- a/hedgewars/uGearsHandlersMess.pas Wed May 02 20:09:48 2018 +0200
+++ b/hedgewars/uGearsHandlersMess.pas Wed May 02 15:29:21 2018 -0400
@@ -1397,11 +1397,11 @@
CheckGearDrowning(Gear);
case Gear^.Kind of
- gtMinigunBullet: isDead:= isDigging;
- gtDEagleShot, gtSniperRifleShot: isDead:= Gear^.Damage >= Gear^.Health;
+ gtMinigunBullet: isDead:= isDigging or ((Gear^.State and gstDrowning) <> 0);
+ gtDEagleShot, gtSniperRifleShot: isDead:= (Gear^.Damage >= Gear^.Health) or ((Gear^.State and gstDrowning) <> 0)
end;
dec(i)
- until (i = 0) or (isDead) or ((Gear^.State and gstDrowning) <> 0);
+ until (i = 0) or (isDead);
LineShoveHelp(Gear, oX, oY, Gear^.X, Gear^.Y,
Gear^.dX, Gear^.dY, iInit + 2 - i);
@@ -1411,7 +1411,11 @@
// draw bubbles
if (not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF)) then
begin
- for i:=(Gear^.Health * 4) downto 0 do
+ case Gear^.Kind of
+ gtMinigunBullet: iInit:= Gear^.Health * 100;
+ gtDEagleShot, gtSniperRifleShot: iInit:= Gear^.Health * 4
+ end;
+ for i:=iInit downto 0 do
begin
if Random(6) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
--- a/hedgewars/uGearsList.pas Wed May 02 20:09:48 2018 +0200
+++ b/hedgewars/uGearsList.pas Wed May 02 15:29:21 2018 -0400
@@ -757,7 +757,6 @@
gtMinigunBullet: begin
gear^.Radius:= 1;
gear^.Health:= 2;
- gear^.Density:= _0_3;
end;
gtGenericFaller:begin
gear^.AdvBounce:= 1;