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.
fix bug that locked unlocked campaign missions, see
issue #452
This is something we need to check in all translations. Occasionally the source phrase ends w/ a space. Need to make sure translations take this into account.
So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
Don't use writeln in ai thread (from
rdd4035ee0f12), this causes crashes. Fixes
issue #617.