--- a/hedgewars/GSHandlers.inc Sat Mar 07 20:23:49 2009 +0000
+++ b/hedgewars/GSHandlers.inc Sun Mar 08 12:55:40 2009 +0000
@@ -48,8 +48,6 @@
else
PlaySound(sndOw1, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
- if (CurrentHedgehog^.Gear = Gear) and (not Gear^.Invulnerable) then
- Gear^.State:= Gear^.State or gstLoser;
dmg:= modifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70));
inc(Gear^.Damage, dmg);
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, dmg, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color);
--- a/hedgewars/uGears.pas Sat Mar 07 20:23:49 2009 +0000
+++ b/hedgewars/uGears.pas Sun Mar 08 12:55:40 2009 +0000
@@ -434,7 +434,8 @@
if (Gear^.Damage <> 0) and
(not Gear^.Invulnerable) then
begin
- if (PHedgehog(Gear^.Hedgehog)^.Team = CurrentTeam) then
+ if (PHedgehog(Gear^.Hedgehog)^.Team = CurrentTeam) and
+ (Gear^.Damage <> int(cHealthDecrease)) then
Gear^.State:= Gear^.State or gstLoser;
CheckNoDamage:= false;
uStats.HedgehogDamaged(Gear);
--- a/hedgewars/uLandObjects.pas Sat Mar 07 20:23:49 2009 +0000
+++ b/hedgewars/uLandObjects.pas Sun Mar 08 12:55:40 2009 +0000
@@ -425,7 +425,7 @@
Readln(f, vobFramesCount, vobFrameTicks, vobVelocity, vobFallSpeed);
for i:= 0 to Pred(vobCount) do
- AddVisualGear( -cScreenWidth + random(cScreenWidth * 2 + LAND_WIDTH), random(LAND_HEIGHT+200) - 100, vgtFlake);
+ AddVisualGear( -cScreenWidth + random(cScreenWidth * 2 + LAND_WIDTH), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
Close(f);
{$I+}
--- a/hedgewars/uVisualGears.pas Sat Mar 07 20:23:49 2009 +0000
+++ b/hedgewars/uVisualGears.pas Sun Mar 08 12:55:40 2009 +0000
@@ -91,7 +91,8 @@
if hwRound(Gear^.X) < -cScreenWidth - 64 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 64);
-if hwRound(Gear^.Y) > (LAND_HEIGHT + 75) then Gear^.Y:= Gear^.Y - int2hwFloat(LAND_HEIGHT-1024+150) // TODO - configure in theme (jellies for example could use limited range)
+// if hwRound(Gear^.Y) < (LAND_HEIGHT - 1024 - 75) then Gear^.Y:= Gear^.Y + int2hwFloat(25); // For if flag is set for flakes rising upwards?
+if hwRound(Gear^.Y) > (LAND_HEIGHT + 75) then Gear^.Y:= Gear^.Y - int2hwFloat(1024 + 150) // TODO - configure in theme (jellies for example could use limited range)
end;
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);