Tweak napalm so it'll hit on the X without wind. Unlike bombs / minestrike, should not depend on height of X.
--- a/hedgewars/GSHandlers.inc Sun Jan 31 22:52:42 2010 +0000
+++ b/hedgewars/GSHandlers.inc Mon Feb 01 07:10:33 2010 +0000
@@ -1549,7 +1549,7 @@
0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
2: for i:= -19 to 19 do
- FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
+ FollowGear:= AddGear(hwRound(Gear^.X) - (70*Gear^.Tag) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
end;
Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
@@ -1579,7 +1579,11 @@
Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
if int2hwFloat(TargetPoint.Y) - Gear^.Y > _0 then
- Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
+ if Gear^.State <> 2 then
+ Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag
+ else
+ Gear^.dX:= int2hwFloat(TargetPoint.X) * Gear^.Tag;
+
Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;