nemo [Sat, 04 May 2013 21:58:42 -0400] rev 8961
*sigh*
nemo [Sat, 04 May 2013 21:56:04 -0400] rev 8960
oops
nemo [Sat, 04 May 2013 21:40:52 -0400] rev 8959
pass the target
nemo [Sat, 04 May 2013 14:46:29 -0400] rev 8958
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo [Sat, 04 May 2013 13:58:18 -0400] rev 8957
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo [Sat, 04 May 2013 08:16:50 -0400] rev 8956
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo [Fri, 03 May 2013 23:46:15 -0400] rev 8955
oops
nemo [Fri, 03 May 2013 22:18:23 -0400] rev 8954
try to guess at barrel state. prob should flag it..
nemo [Fri, 03 May 2013 21:38:16 -0400] rev 8953
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
nemo [Fri, 03 May 2013 21:36:01 -0400] rev 8952
trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo [Fri, 03 May 2013 07:52:57 -0400] rev 8951
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo [Fri, 03 May 2013 07:28:08 -0400] rev 8950
Make hogs aware of dud mines and explosives. Still a bit more needed.
unc0rr [Thu, 02 May 2013 23:46:48 +0400] rev 8949
merge :P
unc0rr [Thu, 02 May 2013 23:44:49 +0400] rev 8948
Apparently resetPosition is not needed at all (/pause doesn't call it and works the same)