I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
oh right. and uSound. the main culprit.
Fix voice naming. Case problems.
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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.
try to guess at barrel state. prob should flag it..
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
trying to make AI aware of mine/explosive break point. also remove redundant test.
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
Make hogs aware of dud mines and explosives. Still a bit more needed.
Apparently resetPosition is not needed at all (/pause doesn't call it and works the same)
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes
bug #620.