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add a half-second flighttime delay to flamethrower flames so they can leave the "barrel" of the flamethrower without burning the hog
2014-11-30, by nemo
Should prevent desync hopefully. Thanks unc0rr
2014-11-30, by nemo
fix copypasta-fail that would cause splashes to use invalid sprite data pointer. should fix issue 838
2014-11-30, by sheepluva
oh right, forgot sheepluva had fixed ice
2014-11-29, by nemo
give sea world edges some icegun love
2014-11-30, by sheepluva
Wuzzy's changes to climbhome w/ some tweaks by me
2014-11-29, by nemo
Reset max team health after script may have screwed with it on start. Maybe a script max health reset function could be useful too. Set climbhome hogs to invulnerable while not their turn if needed to avoid accidental mine/dead hog damage. Tweak cake fire boom a bit.
2014-11-29, by nemo
Move cake FollowGear to Attack like most others, remove the gmAttack clearing which is also done in Attack.
2014-11-29, by nemo
duplicate the ammoshove block into the falling fire area - this will make falling flames take out hogs in saucers, on rope, etc. no more dodging your own napalm strike by taking to the skies...
2014-11-29, by nemo
don't drown unplaced hedgehogs. thanks to zimmux and Wohlstand for reporting
2014-11-29, by sheepluva
some moar mergin'
2014-11-29, by sheepluva
super-filthy hack to allow pas2c to fallback to writing to stderr.
2014-11-29, by sheepluva
oops. no need to (re)open stderr I guess
2014-11-29, by sheepluva
make the code, which was supposed to iterate file log number (if no access) and fallback to stderr in worst case rather than segfault, actually work
2014-11-29, by sheepluva
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