hedgewars/uAIMisc.pas
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Thu, 09 May 2013 23:21:06 -0400 nemo I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
Thu, 09 May 2013 23:11:56 -0400 nemo Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
Thu, 09 May 2013 18:19:17 -0400 nemo oops
Thu, 09 May 2013 09:02:06 -0400 nemo *sigh* freakin "with"
Tue, 07 May 2013 15:43:34 -0400 nemo remove redundant abs, and some incorrect 1+ to damage
Tue, 07 May 2013 15:34:36 -0400 nemo
Tue, 07 May 2013 14:59:30 -0400 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 21:58:42 -0400 nemo *sigh*
Sat, 04 May 2013 21:56:04 -0400 nemo oops
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Sat, 04 May 2013 13:58:18 -0400 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
Sat, 04 May 2013 08:16:50 -0400 nemo Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
less more (0) -100 -15 tip