hedgewars/HHHandlers.inc
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Fri, 30 Dec 2011 13:54:39 +0400 unc0rr Start refactoring uGears. Breaks build.
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Sun, 27 Nov 2011 14:46:57 +0300 unc0rr - Improvement to the parser
Sat, 19 Nov 2011 15:34:38 -0500 nemo Fix missing nametags in placement mode 0.9.17 0.9.17-release
Sun, 13 Nov 2011 11:06:07 -0500 nemo This should not be in the unplaced section
Sat, 12 Nov 2011 21:53:39 +0100 koda nevermind
Sat, 12 Nov 2011 21:07:53 +0100 koda even faster and no more warning
Sat, 12 Nov 2011 12:41:12 -0500 unc0rr faster math
Sun, 06 Nov 2011 13:17:42 -0500 nemo Set CurrentAmmoGear on piano (should fix notes again). Also disable focus on current hog if unplaced.
Sat, 05 Nov 2011 20:51:15 -0400 nemo Due to the small values and friction, halve the step in low gravity, instead of the value
Sat, 05 Nov 2011 20:09:48 -0400 nemo Don't set moving if on flat surface
Sat, 05 Nov 2011 19:12:15 -0400 nemo skip when attacking as well
Sat, 05 Nov 2011 17:24:09 -0400 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
Mon, 31 Oct 2011 13:12:10 +0100 sheepluva don't hide target cursor if a hedgehog (other than current) is drowning, thanks to mikade for pointing this out
Sun, 30 Oct 2011 21:19:47 +0100 sheepluva don't let forced hog movement (with no damage) suspend/halt shot charging
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Mon, 10 Oct 2011 16:36:35 -0400 nemo tidier
Mon, 10 Oct 2011 16:23:08 -0400 nemo Make sticky mines and normal mines start their typical behaviour a second after creation in infinite attack mode.
Mon, 10 Oct 2011 14:37:19 -0400 nemo tweak (still a hack)
Mon, 10 Oct 2011 14:13:35 -0400 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
Sun, 09 Oct 2011 21:47:47 -0400 nemo Aaaand another flag that used to be cleared here...
Sat, 08 Oct 2011 02:05:22 -0400 nemo Another flag that was relying on this routine to clear it...
Fri, 07 Oct 2011 18:52:04 -0400 nemo This should allow hedgehogs to still move freely after trapping other hedgehogs in a portal loop.
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Sat, 24 Sep 2011 22:27:20 +0400 unc0rr Report long flight archievement
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Thu, 22 Sep 2011 17:19:39 +0400 unc0rr Fix sheepluva's merge
Tue, 20 Sep 2011 20:52:04 -0400 nemo Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
Tue, 20 Sep 2011 13:27:07 -0400 nemo Clear gstAnimation and reset Timer before entering death animation
Mon, 19 Sep 2011 23:25:13 +0200 sheepluva merge the 2 heads. I hope I did it right. also I increased proto and ver number
Mon, 19 Sep 2011 23:55:52 +0400 unc0rr - Unset hhdriven flag for gone hedgehog
Sat, 17 Sep 2011 13:40:54 -0400 nemo Revert 3ec95dc2b249 - causes hogs to be trapped in the teleport animation. bad breakage
Sun, 11 Sep 2011 09:46:22 -0400 nemo Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
Sat, 10 Sep 2011 10:13:19 -0400 nemo This condition should have been removed when I was changing targetting
Sat, 10 Sep 2011 03:27:47 +0200 sheepluva rollin' back my silly hack ( rea4d1fe665d7 )
Fri, 09 Sep 2011 18:30:40 -0400 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
Fri, 09 Sep 2011 20:17:50 +0200 sheepluva move hedgehogs out of walls
Fri, 09 Sep 2011 22:04:40 +0400 unc0rr Don't test for hasGone in unapproved places. Now any possibility of desync on player quit is ruled out. Not tested at all.
Thu, 08 Sep 2011 21:20:12 -0400 nemo er. let's reference the right gear, shall we?
Thu, 08 Sep 2011 21:18:44 -0400 nemo There. Push this back on to unc0rr. This effect can still desync, 'cause it always could, but at least now the two are linked w/o argument I think.
Thu, 01 Sep 2011 00:28:38 +0200 mikade onHogAttack hook. Might reposition this later.
Wed, 31 Aug 2011 00:58:48 -0400 nemo more proper implementation of TARDIS
Sun, 21 Aug 2011 22:41:10 -0400 nemo make it easier to do portal shoppa, ensure structure doesn't show up by accident in a weaponset
Sun, 21 Aug 2011 19:29:04 -0400 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
Sat, 20 Aug 2011 16:43:57 -0400 nemo This really should have been a TPoint for consistency
Tue, 16 Aug 2011 23:02:27 -0400 nemo Make it a lot harder to cheat with typical random crates. This also means that crates will vary even if map has the same seed (hog positions of course will be unchanged).
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sun, 07 Aug 2011 14:41:47 -0400 nemo remove offset in seduction gear creation
Sun, 07 Aug 2011 12:06:53 -0400 nemo make a special case for teleport instead. also allows teleporting off of a parachute
Sun, 07 Aug 2011 11:52:06 -0400 nemo prevent attempting to teleport in mid-air during inf attack
Sun, 07 Aug 2011 11:18:49 -0400 nemo This should make bee/airstrikes play nicer with infinite attack mode
Sat, 23 Jul 2011 16:07:43 -0400 nemo test on i should be first condition
Sun, 03 Jul 2011 11:24:53 -0400 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
Tue, 28 Jun 2011 21:28:13 +0200 Henek fake crates now with complementary poison
Sun, 26 Jun 2011 16:34:31 -0400 nemo add missing nil check, increase despeckling of background too
Sun, 26 Jun 2011 15:23:45 -0400 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
Sun, 26 Jun 2011 13:38:47 -0400 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
Sun, 26 Jun 2011 02:47:36 +0200 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Wed, 22 Jun 2011 01:04:38 +0200 Henek fixed gfInfAttack preventing ending of turn while placing hedgehogs
Tue, 21 Jun 2011 22:47:12 +0200 Henek remove theme.cfg from CMakeLists too
Mon, 02 May 2011 01:55:14 -0400 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
Sun, 10 Apr 2011 17:25:34 -0400 nemo rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
Sun, 10 Apr 2011 14:04:56 -0400 nemo Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
Mon, 21 Mar 2011 22:38:27 -0400 nemo tweak to crosshair
Sun, 20 Mar 2011 15:22:55 -0400 nikin nikin just wants to get commit count up
Sun, 20 Mar 2011 15:07:45 -0400 nikin Remove floating point to avoid desync
Sun, 20 Mar 2011 12:52:36 -0400 nemo Adjust conditions for showing crosshair
Sat, 19 Mar 2011 20:24:31 -0400 nikin percentage modifier for get away time
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Wed, 16 Mar 2011 17:25:05 +0100 Henek added GetCurAmmoType to lua
Tue, 08 Mar 2011 15:50:42 -0500 nemo Issue #194, turn off followgear for altuse
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
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)
Sun, 10 Oct 2010 20:16:17 -0400 nemo Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
Sun, 10 Oct 2010 16:51:40 -0400 nemo Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
Sun, 10 Oct 2010 12:32:12 -0400 nemo Check on an infinite attacks mode, still many problems in actual weapons
Sun, 10 Oct 2010 12:08:16 -0400 nemo Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
Wed, 29 Sep 2010 16:16:25 -0400 nemo Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
Sun, 26 Sep 2010 19:06:59 -0400 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
Sun, 26 Sep 2010 15:40:59 -0400 nemo Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Sun, 12 Sep 2010 23:43:20 +0200 smaxx Sounds:
Wed, 08 Sep 2010 17:34:18 -0400 nemo Trying to adjust behaviour of multishoot w/ portal gun so switching weapons works correctly.
Mon, 06 Sep 2010 18:22:48 -0400 nemo Fix selection while in UFO
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
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