Mercurial
Mercurial
>
sheepy-clone
/ file revisions
summary
|
shortlog
|
changelog
|
graph
|
tags
|
bookmarks
|
branches
|
file
| revisions |
annotate
|
diff
|
comparison
|
rss
|
help
(0)
-100
-30
-10
-7
tip
Find changesets by keywords (author, files, the commit message), revision number or hash, or
revset expression
.
hedgewars/uAIAmmoTests.pas
Wed, 11 Jul 2012 22:18:43 -0400
nemo
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
file
|
diff
|
annotate
Sat, 07 Jul 2012 15:28:47 -0400
nemo
Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
file
|
diff
|
annotate
Sat, 23 Jun 2012 23:04:06 -0400
nemo
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
file
|
diff
|
annotate
Sat, 09 Jun 2012 23:35:55 +0400
unc0rr
TestBaseballBat
file
|
diff
|
annotate
Sat, 09 Jun 2012 21:31:26 +0400
unc0rr
- Adjust some consts so whip and firepunch work perfectly
file
|
diff
|
annotate
Sat, 09 Jun 2012 10:28:45 -0400
nemo
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
file
|
diff
|
annotate
Sat, 09 Jun 2012 09:53:15 -0400
nemo
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
file
|
diff
|
annotate
less
more
(0)
-100
-30
-10
-7
tip