trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so
authornemo
Wed, 09 Aug 2017 12:46:52 -0400
changeset 12451 48ee3777e42e
parent 12450 28bf941e13a0
child 12452 ac710bb12fbb
trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so
hedgewars/uGearsUtils.pas
--- a/hedgewars/uGearsUtils.pas	Wed Aug 09 12:22:05 2017 -0400
+++ b/hedgewars/uGearsUtils.pas	Wed Aug 09 12:46:52 2017 -0400
@@ -701,7 +701,7 @@
                 // check if surface was penetrated
 
                 // no penetration if center's water distance not smaller than radius
-                if  abs(dist2Water + Gear^.Radius) >= Gear^.Radius then
+                if  ((dist2Water + Gear^.Radius div 2) < 0) or (abs(dist2Water + Gear^.Radius) >= Gear^.Radius) then
                     isImpact:= false
                 else
                     begin
@@ -709,16 +709,19 @@
                     if isDirH then
                         begin
                         tmp:= hwRound(Gear^.X - Gear^.dX);
-                        tmp:= abs(min(tmp - leftX, rightX - tmp));
+                        if abs(tmp - leftX) < abs(tmp - rightX) then  // left edge
+                            isImpact:= (abs(tmp-leftX) >= Gear^.Radius) and (Gear^.dX.isNegative)
+                        else
+                            isImpact:= (abs(tmp-rightX) >= Gear^.Radius) and (not Gear^.dX.isNegative);
                         end
                     else
                         begin
                         tmp:= hwRound(Gear^.Y - Gear^.dY);
                         tmp:= abs(cWaterLine - tmp);
+                        // there was an impact if distance was >= radius
+                        isImpact:= (tmp >= Gear^.Radius) and (not Gear^.dY.isNegative);
                         end;
 
-                    // there was an impact if distance was >= radius
-                    isImpact:= (tmp >= Gear^.Radius)
                     end;
                 end; // end of submersible
             end; // end of not skipping