Minor change, so sheepluva can comment
authornemo
Sat, 01 May 2010 20:15:10 +0000
changeset 3391 77161719ec3c
parent 3390 1d4926d10a9e
child 3392 9d5d01b52ae8
Minor change, so sheepluva can comment
hedgewars/GSHandlers.inc
hedgewars/HHHandlers.inc
--- 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);