- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
- Also optimize TestDesertEagle a bit
- Also some formatting changes
Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
first attempt at implementing support for keys with modifiers
to use it, the keybinding have to be of the form mod:<modkey>:..:<modkey> <function> <keycode>
for instance in an ini file change findhh=h to findhh=mod:lshift h
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Added a seperate shader for the gradient used for water drawing.
Disabled 3D mode for GL2 codepath as this still has some FFP left.
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
Implemented game launching API for the frontlib.
It is still buggy though, and not all game settings can be conveniently created/modified yet.
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Workaround for
bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.