hedgewars/uAIAmmoTests.pas
Fri, 26 Mar 2010 00:26:32 +0000 nemo Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
Thu, 18 Mar 2010 23:56:06 +0000 nemo Adjust increment since there is no timer
Thu, 18 Mar 2010 02:55:42 +0000 nemo Adjust tests for cluster and watermelon, add molotov, assign FP test to whip, try to keep AI from attempting fire walking.
Fri, 12 Mar 2010 01:44:10 +0000 nemo Same approach for cluster bomb.
Thu, 11 Mar 2010 04:31:50 +0000 nemo Crude copy of grenade routine to allow AI to use watermelon bomb with reasonable lethalness.
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Thu, 14 Jan 2010 16:46:50 +0000 koda makes freepascal code compatible with OBJFPC mode
Fri, 20 Nov 2009 21:22:05 +0000 koda revamped file access and debug display
Wed, 11 Nov 2009 21:54:28 +0000 nemo AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
Thu, 15 Oct 2009 17:42:21 +0000 nemo Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
Thu, 10 Sep 2009 15:29:28 +0000 nemo Strip trailing spaces
Tue, 08 Sep 2009 19:44:49 +0000 nemo Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
Sun, 21 Jun 2009 15:31:09 +0000 nemo Initial attempt at jetpack. Pluses, more like lunar lander (takes fall damage). Minuses, can't seem to cancel it or use alt weapon
Sun, 03 May 2009 17:35:10 +0000 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
less more (0) -14 tip