Make barrels a little more likely to blow up. 25% more damage in fall
--- a/hedgewars/GSHandlers.inc Sun Mar 21 16:45:46 2010 +0000
+++ b/hedgewars/GSHandlers.inc Sun Mar 21 16:51:33 2010 +0000
@@ -1327,7 +1327,7 @@
if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
- inc(Gear^.Damage, hwRound(Gear^.dY * _40));
+ inc(Gear^.Damage, hwRound(Gear^.dY * _50));
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
begin
particle:= AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
@@ -1335,11 +1335,11 @@
end
end
else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * _40))
+ inc(Gear^.Damage, hwRound(Gear^.dX * _50))
else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dY * -_40))
+ inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * -_40));
+ inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
if Gear^.Damage <> 0 then PlaySound(sndGrenadeImpact);
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
--- a/hedgewars/uFloat.pas Sun Mar 21 16:45:46 2010 +0000
+++ b/hedgewars/uFloat.pas Sun Mar 21 16:51:33 2010 +0000
@@ -124,6 +124,7 @@
_25: hwFloat = (isNegative: false; QWordValue: 4294967296 * 25);
_30: hwFloat = (isNegative: false; QWordValue: 4294967296 * 30);
_40: hwFloat = (isNegative: false; QWordValue: 4294967296 * 40);
+ _50: hwFloat = (isNegative: false; QWordValue: 4294967296 * 50);
_70: hwFloat = (isNegative: false; QWordValue: 4294967296 * 70);
_128: hwFloat = (isNegative: false; QWordValue: 4294967296 * 128);
_256: hwFloat = (isNegative: false; QWordValue: 4294967296 * 256);