Rope collision patch

12 replies [Last post]
Sadler
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Joined: 2010-05-01
Posts: 4

Russian version of this post: http://www.hedgewars.org/node/2125

Let's try to enable rope, link it to the mine or medkit. When we will take a medkit or will detonate the mine... Our rope will be linked to the blank space!

Fix:

--- GSHandlers.inc.orig
+++ GSHandlers.inc
@@ -953,6 +953,7 @@
 HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
 if ((HHGear^.State and gstHHDriven) = 0)
     or (CheckGearDrowning(HHGear))
+    or ((not TestCollisionYwithGear(Gear, 0)) and (not TestCollisionXwithGear(Gear, 0)))
     or TestCollisionYwithGear(HHGear, 1) then
     begin
     DeleteGear(Gear);
@@ -1019,7 +1020,8 @@
 HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
 
 if ((HHGear^.State and gstHHDriven) = 0)
-    or (CheckGearDrowning(HHGear)) then
+    or (CheckGearDrowning(HHGear))
+    or ((not TestCollisionYwithGear(Gear, 0)) and (not TestCollisionXwithGear(Gear, 0))) then
     begin
     DeleteMe;
     exit

Inu
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From your description i couldn't tell for sure if you fixed that old annoying problem\bug, but if you did I'll venerate you! xD

bananaoomarang
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OK can we patch up the main hedgewars source with this if it does fix that annoying bug. Please.

Pit has finaly returned. FINALY.

claymore
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Annoying bug? How is it annoying exactly? I happen to like this behaviour.

nemo
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The behaviour was easy to fix, the reason we didn't is we liked it Smile

Had no idea it bothered people that much.

I like being able to rope a crate then collect it.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

Thomas
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Lets say so: the shoppaguys love it, the others think its too unrealistic...
Maybe its worth a voteing??

please add your xfire accountname here:
http://www.hedgewars.org/node/1977

claymore
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I guess we shoppa guys would adapt, I just don't see any gameplay benefits from changing this. Obviously it's more realistic, and would stop the bug reports.

I created a poll for it like you suggested, Thomas. Can't bring myself to look at the final results though... just posted it and outvoted 2-1 already :\

anima
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I think an appropriate behavior could be that you could use the rope on the crate but once it's collected (or ground blown), the hedge should continue flying in the same direction but the rope could be fired again.

We don't need a reason to help people ~ Zidane

nemo
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anima, given you have to rope in to collect the crate, you're not very likely to get a chance to rerope. esp since the reason you roped the crate was being on a flat surface anyway.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

Smaxx
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Maybe let the hook just drop down without disconnecting after collecting/hooking point is (somehow) lost?

Inu
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Smaxx allegedly wrote:

Maybe let the hook just drop down without disconnecting after collecting/hooking point is (somehow) lost?

Makes it too boring and simple, the weapon is already too easy to use and overpowered, the fact that these little details are not fixed yet just increase its power even further.

The better\right way to fix this would actually be not to allow the rope to hook up to hogs or boxes (but go through them instead), and unhook while keeping the momentum if a mine exploded and the area the hook was pinned to disappeared.

I'm also pretty sure many of you had at the very least a friend or two making a comment like: "so when are they gonna fix those silly rope bugs?"

nemo
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Certainly not *hard*, I mean, we know what to change.

Well. If someone else changes it, I'll just sulkily accept it. :-p

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

unC0Rr
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Posts: 574

That fix fixes only a small part of a problem, and without the rest part it just makes no sense.

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