hedgewars/uGearsHedgehog.pas
2013-12-01 nemo don't abort changeammo on attacking/attacked in infattack mode, keep scrolling through slot after setweap even if a multishoot was aborted triggering gstattacked, to ensure proper ammo gets set for next turn
2013-12-01 nemo Make sticky mine respect lfBouncy, make hogs do same, kinda... make uCollisions return land w/ mask, restrict bouncy to advbounce gears only, which means piano doesn't bounce anymore
2013-11-20 nemo return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
2013-11-09 nemo Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
2013-11-05 nemo cleanup of timer accidentally exposed prob w/ timebox
2013-11-03 nemo this should prevent sliding when game clock isn't running. sorry unc0rr, not going to bother encapsulating. maybe later. short on time right now/lazy
2013-11-03 unc0rr Quick and simple implementation of afk mode (toggled by /pause)
2013-11-01 nemo ok. this should avoid calling switch inappropriately. also, add skip to trophyrace and add the per-team achievement reporting.
2013-10-26 nemo Remove this looping past F10. causes infinite loop with no weapons. Besides, should always have skip in last slot unless a script is screwing with it.
2013-10-14 nemo don't kill rope if not extended
2013-10-13 nemo make wrapping nicer when there's collision
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-10 nemo skip kill for bounce
2013-10-10 nemo kill rope on wrap
2013-10-08 unc0rr boo, nemo, boo
2013-10-08 nemo make this a tiny bit less aggressive
2013-09-29 nemo Make a few more gears honour world edge checks
2013-09-29 nemo partial implementation of non-infinite world (edge wrap/warp/bounce)
2013-06-27 nemo Make add/delete consistent (this has bugged me for so long)
2013-06-27 unc0rr Refactoring: get rid of GSHandlers.inc
2013-06-27 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
2013-06-09 koda update with default webgl
2013-06-05 nemo Restore CurAmmoType check as well, that was removed in r8f317ba10675 when trying to fix aiming during alt attack.
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-27 nemo don't resurrect frozen
2013-05-22 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
2013-05-14 nemo Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
2013-05-14 nemo some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
2013-05-02 unc0rr CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
2013-04-02 koda update webgl branch webgl
2013-03-29 nemo This should ensure rope can still be aimed quickly when an alt weapon is active.
2013-03-27 koda merge correction, also what's with all those trailing whitespaces?
2013-03-26 nemo Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
2013-03-19 sheepluva fix ancient issue with hedgehogs sliding through/into think gaps; fixes issue 542; could and should be optimized (also to make sure that hogs can't slide through little pixel turds) - feel free to do so =P
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-03-06 nemo oups
2013-03-05 nemo At multiple requests, change ice to be turn based. This is a more modest adjustment of existing code, that can be fairly easily flagged or reverted if desired. It also allows scripts to extend freezing, and preserves fire melting.
2013-03-04 nemo keep hogs from sliding while they are being frozen
2013-03-04 nemo Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
2013-03-03 nemo Call act as if attack ended on last shot if switching while in mid multi-shoot. Thanks to AI for discovering this.
2013-03-01 nemo Safety check. The main place this can be a problem is on a mild bowl w/ multiple hogs. Could possibly add a hog collision check in here.
2013-02-27 nemo merge w/ default icegun
2013-02-25 nemo workaround for frequent AllHH active call in hedgehog step icegun
2013-02-25 nemo More fiddling w/ sliding icegun
2013-02-24 nemo This and the "retain freezing" stuff could probably use a flag.
2013-02-25 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
2013-02-23 nemo Restore freezing hedgehog for shotgun, sniper rifle and deagle to make unc0rr happy. You'll still be able to get away after throwing cleaver and sticky bomb tho.
2013-02-25 nemo Messing around w/ Freezer icegun
2013-02-24 Urbertar Add freezing hogs with icegun icegun
2013-02-22 nemo Allow switching away from any weapon when during multishoot.
2013-02-10 nemo Cleaver tweaks based on feedback. Nerf damage, shrink radius. This means cleaver will embed into ground quite a bit further.
2013-02-10 nemo oops. more specific ammo tests. maybe could use a few more properties
2013-02-10 nemo Allow moving after firing cleaver. This changes multishoot behaviour quite a bit. Needs a lot of testing.
2013-01-26 koda update branch webgl
2013-01-21 nemo Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
2012-12-25 koda update branch with default webgl
2012-12-01 deepdog GCI2012: Remove Structure Weapon Code
2012-11-21 koda updated branch webgl
2012-11-17 nemo oft-requested, should make the shoppa guys happy, probably, but, knowing them, I'm sure someone will complain
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