hedgewars/HHHandlers.inc
Sat, 29 Jan 2011 18:18:44 +0100 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
Sat, 22 Jan 2011 19:40:57 +0100 sheepluva let players set timer of drill strike. yes. drill strike :3 the timer starts to tick on first impact
Thu, 13 Jan 2011 21:52:48 +0300 unc0rr Pass PHedgehog instead of PGear to stats. Fixes crash.
Sun, 09 Jan 2011 21:50:59 +0300 unc0rr Initialize flag. Fixes weapon changing animation between shots when AI uses shotgun.
Fri, 07 Jan 2011 23:08:34 +0300 unc0rr Keep track of which hog's weapon does damage
Thu, 30 Dec 2010 22:20:17 +0100 sheepluva fix portal gun wrong color issue
Thu, 23 Dec 2010 00:01:56 -0500 nemo Tweak more wind values / densities
Wed, 22 Dec 2010 18:29:43 -0500 nemo braces fail
Wed, 22 Dec 2010 01:30:03 -0500 nemo apply cGravityf when changing cGravity
Sun, 19 Dec 2010 21:06:34 -0500 nemo Snowball weapon
Wed, 17 Nov 2010 22:09:07 -0500 nemo remove some more PHedgehog casts
Wed, 17 Nov 2010 20:58:23 +0300 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
Fri, 12 Nov 2010 23:29:11 -0500 nemo Apply wind while roping too (with the game flag set)
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
Thu, 11 Nov 2010 11:04:24 -0500 nemo Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
Thu, 11 Nov 2010 09:58:10 -0500 nemo Fix a long-standing bug with ammo due to gstMoving being set on gears generically, causing an incorrect ammo type to be set. This caused crashes and incorrect ammo types.
Tue, 09 Nov 2010 22:40:38 -0500 nemo make weapons on rope/parachute/UFO inherit momentum of the hog. needs testing of course
Mon, 08 Nov 2010 22:11:46 -0500 nemo No point in leaving hogs at 0, since shotgun triggers death anyway. Also, add some audio cues to extra damage / time
Sun, 07 Nov 2010 19:24:37 +0300 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
Fri, 05 Nov 2010 18:56:12 -0400 nemo revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy.
Fri, 05 Nov 2010 17:53:58 -0400 nemo I need to keep track of CurAmmoGear or else I trap people who clicked on the bee target
Fri, 05 Nov 2010 17:27:14 -0400 nemo This should make bee and other targetted things behave more reliably in infinite attack mode. Blocks switching of weps if a target point is active.
Sat, 30 Oct 2010 10:58:53 -0400 nemo clear poison on death
Fri, 29 Oct 2010 16:31:37 -0400 nemo This should only allow switching from portal gun and the like.
Sat, 23 Oct 2010 14:10:23 +0200 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
Mon, 11 Oct 2010 16:56:00 -0400 nemo set CurAmmoType to a temp var so I don't have to worry about it switching inside the routine so that I can actually put OnUsedAmmo where it belongs.
Mon, 11 Oct 2010 14:55:13 -0400 nemo Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Sun, 10 Oct 2010 23:41:24 -0400 nemo restore the delay between shots
Sun, 10 Oct 2010 20:34:48 -0400 nemo Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
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