oh right. and uSound. the main culprit.
Fix voice naming. Case problems.
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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.
try to guess at barrel state. prob should flag it..
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
trying to make AI aware of mine/explosive break point. also remove redundant test.
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
Make hogs aware of dud mines and explosives. Still a bit more needed.
Apparently resetPosition is not needed at all (/pause doesn't call it and works the same)
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes
bug #620.