hedgewars/uGearsHandlersRope.pas
Wed, 24 Oct 2018 21:07:26 +0200 Wuzzy Fix hog can drop more than 2 s. mines if first one was dropped from utility, then stop using that utility
Tue, 10 Jul 2018 18:00:04 +0200 Wuzzy Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Sun, 04 Mar 2018 00:13:38 +0100 unc0rr Having chat mode as game state was a mistake
Sun, 25 Feb 2018 18:54:51 -0500 nemo falling hogs using rope were ignoring a few things (for example taking damage from rubber)
Fri, 03 Nov 2017 05:03:47 +0100 Wuzzy Fix desyncs when forcing rope re-selection after missing a shot or hitting bounce world edge
Fri, 03 Nov 2017 02:23:41 +0100 Wuzzy Backed out changeset 28210d2a9a36 (fixes bug 553)
Fri, 13 Oct 2017 17:09:45 +0200 Wuzzy Don't switch back to rope/chute/jetpack if selected ammo is not ammoprop_AltUse
Wed, 11 Oct 2017 23:41:25 +0200 Wuzzy Rope: Keep rope selected if sliding on ground and secondary weapon selected
Wed, 11 Oct 2017 23:01:07 +0200 Wuzzy Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected
Thu, 05 Oct 2017 02:54:17 +0200 Wuzzy Destroy rope when attempting to shoot it through wrap / bouncy world edge
Sat, 21 May 2016 15:23:08 -0400 nemo Change this back to allowing hooking rope to hogs again, 'cause, well, rage...
Thu, 03 Mar 2016 16:36:05 -0500 nemo Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
Sun, 31 Jan 2016 16:07:14 +0300 unc0rr Bye-bye TryDo
Sun, 01 Nov 2015 15:06:55 -0500 nemo Make camera refocus less aggressive. Only if there's a camera target already.
Fri, 30 Oct 2015 16:04:51 -0400 nemo refocus camera on roping hog. totally untested.
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
Sat, 27 Dec 2014 11:36:28 -0500 nemo Was not a good idea in the first place IMO
Tue, 16 Dec 2014 23:41:26 +0100 sheepluva merge'n'magic
Tue, 16 Dec 2014 14:23:24 -0500 nemo Add nil checks on HHGear to rope steps.
Tue, 16 Dec 2014 22:30:17 +0100 sheepluva Issue 871 in hedgewars: "Hedgehog dropping into water while still attached to a rope makes engine crash"
Tue, 04 Feb 2014 19:45:22 +0100 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
Tue, 21 Jan 2014 22:43:06 +0100 koda fixwhitespace and dos2unix
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Sat, 21 Dec 2013 01:14:59 +0400 unC0Rr Fix warnings
Tue, 19 Nov 2013 22:15:40 -0500 nemo return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
Thu, 07 Nov 2013 23:08:28 -0500 nemo just an experiment. make these offset 2 as well on X
Thu, 07 Nov 2013 22:23:34 -0500 nemo fiddle with shift of hog gear collision. need some ropers to try them out
Wed, 23 Oct 2013 22:25:17 +0400 unc0rr Oh, dudes :(
Wed, 23 Oct 2013 12:46:29 -0400 nemo untested. decrement timer while firing rope. there've been a few complaints 'bout this.
Sun, 13 Oct 2013 13:14:32 -0400 nemo make wrapping nicer when there's collision
Sun, 29 Sep 2013 16:10:32 -0400 nemo partial implementation of non-infinite world (edge wrap/warp/bounce)
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Mon, 18 Mar 2013 12:13:46 -0400 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Sun, 17 Mar 2013 00:18:38 +0400 unc0rr Hard math to fix issue 571. Well, not really hard math,
Wed, 06 Mar 2013 17:06:35 -0500 nemo prevent an old abuse of parachute to land safely
Fri, 01 Feb 2013 20:15:22 -0500 nemo trying to prevent sticking. PS. code is hard to read when drunk.
Thu, 31 Jan 2013 21:28:08 -0500 nemo this might possibly appease the shoppa players
Fri, 18 Jan 2013 00:41:26 +0400 unc0rr Don't use same hwFloat variable at both left and right sides of assignment (inlining bug?)
Thu, 06 Sep 2012 15:47:52 +0200 sheepluva fix for issue 293 : "rope stuck after picking crate"
Mon, 03 Sep 2012 14:50:26 -0400 nemo forgot to add back c96ff1a053d0
Mon, 03 Sep 2012 14:08:01 -0400 nemo Fix line endings, add missing amMine entry
Mon, 03 Sep 2012 13:52:35 -0400 nemo adjust velocity when entering/exiting the 4x routine
Mon, 03 Sep 2012 12:35:51 -0400 nemo Let's try *4 instead. Not nearly as much of a win, but might be usable.
Mon, 03 Sep 2012 00:00:54 -0400 nemo So, unc0rr won't let me revert to pre-e496587db93e, but reverting db731c523653 makes the rope less-sticky-enough to actually be usable in an ordinary game without my screaming at the monitor as I drown for the nth time...
Sun, 02 Sep 2012 19:58:56 +0400 unc0rr Not sticky rope
Sun, 02 Sep 2012 09:36:06 +0400 unc0rr Oops
Sat, 01 Sep 2012 17:11:39 -0400 unc0rr Rope fix without hacks.
Mon, 27 Aug 2012 11:05:09 +0200 sheepluva shutting the windows/pas2c build bot up: pas2c seems to fail parsing 'not' after a logical 'and' or 'or' (if no parenthesis)
Sun, 26 Aug 2012 21:07:12 -0400 nemo Nerf X component a bit, allow knocks of nearby targets and upward kicks of overlapping
Sun, 26 Aug 2012 20:20:16 -0400 nemo so unc0rr might replace this all. but anyway. fix copypasta.
Sun, 26 Aug 2012 10:15:28 -0400 nemo shoppa hack, take... 4?
Sat, 25 Aug 2012 21:35:25 -0400 nemo another shot in the dark. still w/ no input from shoppa players
Sat, 25 Aug 2012 21:14:07 -0400 nemo shoppa hack guesses. continued. let's assume there's a small Y component.
Sat, 25 Aug 2012 21:05:27 -0400 nemo another shot in the dark. let's assume they expect to control their direction as well. this might be the *wrong* direction...
Sat, 25 Aug 2012 20:54:23 -0400 nemo hack for shoppa players, take 2. take into account sides, and a guess that a "slide" involves no upward movement
Sat, 25 Aug 2012 20:15:19 -0400 nemo Hack to try and appease the shoppa players
Sat, 25 Aug 2012 18:22:15 -0400 nemo Fix throwing things off rope, also make throwing things a bit more generic and gear density dependent (so you can throw mines further, and also throw dynamite a little).
Sat, 25 Aug 2012 15:04:24 -0400 nemo Allow escaping from tight spots
Fri, 24 Aug 2012 20:43:44 -0400 nemo oops
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