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hedgewars/uAIMisc.pas
2014-12-08
nemo
nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
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2014-11-17
sheepluva
some whitespace fixes
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2014-07-05
sheepluva
WIP: weSea tweaks, functional and visual
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2014-02-28
unc0rr
AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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2014-02-14
unc0rr
What about exact value?
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2014-02-04
sheepluva
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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2014-01-21
koda
partial merge of the webgl branch
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2014-01-17
sheepluva
update copyright to 2014
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2014-01-04
unc0rr
merge default
webgl
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2013-11-20
nemo
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
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2013-06-09
koda
update with default
webgl
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2013-06-05
sheepluva
fixed all engine compilation hints and notes (that I could see)
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2013-06-04
koda
parsing ok, stops at uGears
webgl
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2013-06-04
koda
update branch
webgl
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2013-05-29
unc0rr
bump copyright year for Andrey entries
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2013-05-10
nemo
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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2013-05-10
nemo
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.
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2013-05-09
nemo
oops
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2013-05-09
nemo
*sigh* freakin "with"
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2013-05-07
nemo
remove redundant abs, and some incorrect 1+ to damage
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2013-05-07
nemo
☹
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2013-05-07
nemo
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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2013-05-06
nemo
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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2013-05-05
nemo
*sigh*
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2013-05-05
nemo
oops
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2013-05-04
nemo
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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2013-05-04
nemo
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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2013-05-04
nemo
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.
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2013-05-04
nemo
oops
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2013-05-04
nemo
try to guess at barrel state. prob should flag it..
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