--- a/hedgewars/GSHandlers.inc Sat May 01 20:02:20 2010 +0000
+++ b/hedgewars/GSHandlers.inc Sat May 01 20:15:10 2010 +0000
@@ -53,11 +53,10 @@
particle: PVisualGear;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
-//(not Gear^.dY.isNegative) and this should not be necessary
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
- skipSpeed:= _0_25; // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36...
- skipAngle:= _1 + _0_9; // these should perhaps also be constants, once work out what proper values are
+ skipSpeed:= _0_25;
+ skipAngle:= _1_9;
skipDecay:= _0_87; // this could perhaps be a tiny bit higher.
if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
(hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
@@ -3061,7 +3060,7 @@
end;
procedure doStepMovingPortal(Gear: PGear);
-var i, x, y: LongWord;
+var i, x, y: LongInt;
oX, oY: hwFloat;
begin
oX:= Gear^.X;
@@ -3079,13 +3078,13 @@
begin
inc(Gear^.Tag);
Gear^.doStep:= @doStepPortal;
- AfterAttack
+// AfterAttack;
end
// How laser checks for infinite
-else if (y > LAND_HEIGHT + LAND_WIDTH div 4) or (y < - LAND_WIDTH div 4) or (x > LAND_WIDTH + LAND_WIDTH div 4) or (x < - LAND_WIDTH div 4) then
+else if (y > cWaterLine + cVisibleWater + Gear^.Radius) or (y < -LAND_WIDTH) or (x > LAND_WIDTH + LAND_WIDTH) or (x < -LAND_WIDTH) then
begin
DeleteGear(Gear);
- AfterAttack
+// AfterAttack
end;
end;
--- a/hedgewars/HHHandlers.inc Sat May 01 20:02:20 2010 +0000
+++ b/hedgewars/HHHandlers.inc Sat May 01 20:15:10 2010 +0000
@@ -162,7 +162,20 @@
2) If on first shot, delete all existing gtPortal
3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal.
*)
- amPortalGun: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_3, yy * _0_3, 0);
+ amPortalGun: begin
+ //if (Ammo^[CurSlot, CurAmmo].NumPerTurn >= MultiShootAttacks) then
+
+
+//CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0);
+AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0);
+
+
+
+ end;
+
+
+
+
amSniperRifle: begin
PlaySound(sndSniperReload);
CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);