hedgewars/uGearsHedgehog.pas
Tue, 26 May 2015 23:29:53 +0200 sheepluva LuaAPI: fix OnHogAttack the incorrect AmmoType (amNothing) under certain conditions. Thanks for CheezeMonkey for reporting this
Mon, 11 May 2015 13:53:08 -0400 nemo This probably fixes bug #839 - mine time was hardcoded to 3000 in Attack, instead of using the "0 as undefined" input that other places were using. When re653e96b0ec3 started paying attention to the input parameter, this previously ignored value became a problem.
Sun, 05 Apr 2015 16:41:39 -0400 nemo Make bouncing a bit less wtf for various gears tested (hog, 'zooka, saucer hog, drill strike). Less hacky is another matter.
Sat, 14 Feb 2015 17:34:12 -0500 nemo Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
Fri, 16 Jan 2015 17:51:29 -0500 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
Wed, 24 Dec 2014 12:19:18 -0500 nemo fix for issue #894
Sun, 14 Dec 2014 03:32:11 +0100 sheepluva Issue 755: Lua API: Add ammo type parameter for onHogAttack
Sat, 29 Nov 2014 14:57:07 -0500 nemo Move cake FollowGear to Attack like most others, remove the gmAttack clearing which is also done in Attack.
Sat, 29 Nov 2014 18:56:42 +0100 sheepluva don't drown unplaced hedgehogs. thanks to zimmux and Wohlstand for reporting
Sat, 25 Oct 2014 11:29:45 -0400 nemo Remove switching of hog's hat to chef. do it in draw instead.
Sun, 19 Oct 2014 15:46:09 -0400 nemo allow hogs to repeatedly enter portals placed on the ground
Sat, 05 Jul 2014 20:15:56 +0200 sheepluva WIP: weSea tweaks, functional and visual
Wed, 05 Mar 2014 12:38:01 +0100 sheepluva don't stack bye/teleport sounds of hogs (when a team is gone)
Thu, 20 Feb 2014 00:28:49 +0400 unc0rr Fix tinting of AI kills counter
Wed, 19 Feb 2014 19:10:11 +0400 unc0rr Should never use State like this, since some states aren't synced (thinking state for example)
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