Sun, 18 Mar 2012 00:02:33 +0100 |
Xeli |
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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Sat, 17 Mar 2012 22:39:16 +0100 |
Xeli |
make ammomenu's speed dependent on RealTicks rather than frames
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Tue, 13 Mar 2012 21:09:46 +0100 |
Xeli |
allow for 0 values on AMShiftTarget, this allows for movement across one axis
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Sat, 17 Mar 2012 17:24:38 -0400 |
nemo |
Disable anim for stats screen ("In game" stays visible otherwise)
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Sat, 17 Mar 2012 17:18:43 -0400 |
nemo |
Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
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Sat, 17 Mar 2012 16:14:08 -0400 |
nemo |
I imagine this should use the game window width, but I'll let someone else figure it out. I'm just sick of frames being half-visible in navigation.
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Sat, 17 Mar 2012 14:24:43 -0400 |
nemo |
eh. guess they really should be here
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Sat, 17 Mar 2012 14:13:16 -0400 |
nemo |
Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
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Sat, 17 Mar 2012 14:02:11 -0400 |
nemo |
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
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Sat, 17 Mar 2012 13:16:50 -0400 |
nemo |
orient kamikaze correctly when going through portals
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Wed, 14 Mar 2012 23:58:56 -0400 |
nemo |
oh yeah, dY...
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Wed, 14 Mar 2012 21:12:04 -0400 |
nemo |
Allow RC plane to go through portals
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Wed, 14 Mar 2012 11:07:22 +0400 |
unc0rr |
Oops, fix range (2 is too small value)
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Tue, 13 Mar 2012 22:25:43 -0400 |
nemo |
Add fall damage
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Tue, 13 Mar 2012 21:51:50 -0400 |
nemo |
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
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