hedgewars/uCollisions.pas
Wed, 07 Aug 2019 00:54:42 +0300 alfadur fix check for static gears
Tue, 06 Aug 2019 23:33:08 +0200 Wuzzy Restrict girder placement in other land objects, too
Tue, 06 Aug 2019 23:47:02 +0300 alfadur disallow placing girders over airmines and moving hogs
Tue, 06 Aug 2019 23:28:14 +0300 alfadur add helper to find if a spite intersects gears
Wed, 09 Jan 2019 16:27:57 -0500 nemo fix incorrect mask set in r7b4643ff60ea - this causes ghost hog collisions and odd hog jumps on overlap with active hog
Fri, 23 Nov 2018 15:54:23 -0500 nemo overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
Sat, 27 Oct 2018 07:20:07 +0300 alfadur make firepunch hit moving gears (airmines are not amused)
Tue, 10 Jul 2018 18:35:31 +0200 Wuzzy Refactor collision mask checks, remove hardcoded numbers
Tue, 10 Jul 2018 18:00:04 +0200 Wuzzy Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Mon, 12 Mar 2018 00:59:47 +0100 alfadur Fix minigun bullets sometimes failing to hit when shooting same thing twice in row
Wed, 31 Jan 2018 13:42:52 -0500 alfadur Machinegun. also tweaked ignore
Thu, 03 Mar 2016 16:36:05 -0500 nemo Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
Sun, 31 Jan 2016 16:07:14 +0300 unc0rr Bye-bye TryDo
Thu, 10 Sep 2015 04:59:02 +0200 sheepluva small code cleanup
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
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