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touchinterface, move the up/down arrows a bit down
2012-03-18, by Xeli
make the Ammomenu show up a little faster
2012-03-18, by Xeli
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
2012-03-18, by Xeli
make ammomenu's speed dependent on RealTicks rather than frames
2012-03-17, by Xeli
allow for 0 values on AMShiftTarget, this allows for movement across one axis
2012-03-13, by Xeli
Disable anim for stats screen ("In game" stays visible otherwise)
2012-03-17, by nemo
Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
2012-03-17, by 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.
2012-03-17, by nemo
eh. guess they really should be here
2012-03-17, by nemo
Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
2012-03-17, by 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?
2012-03-17, by nemo
orient kamikaze correctly when going through portals
2012-03-17, by nemo
oh yeah, dY...
2012-03-14, by nemo
Allow RC plane to go through portals
2012-03-14, by nemo
Oops, fix range (2 is too small value)
2012-03-14, by unc0rr
Add fall damage
2012-03-13, by nemo
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
2012-03-13, by nemo
Variable pen width
2012-03-13, by unc0rr
tweak take 2
2012-03-13, by nemo
Small tweak to return something more useful in the negative 0 case on dX
2012-03-13, by nemo
Minimise another sqrt check.
2012-03-13, by nemo
Avoid local rate minimums around hog (within 15 pixels). Not tested.
2012-03-12, by unc0rr
Compatibility
2012-03-12, by unc0rr
Change rest of AI tests to floats, reenable snowball
2012-03-12, by nemo
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