Age | Commit message (Collapse) | Author |
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-Fix: make sure this glitch can never happen again (ai.c)
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and you can now control the AI that is going to boot
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Darkvater, so we can, in the future, save patch options in savegames
without any problems.
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-Add: added several hooks (event-callbacks) for road-related-stuff
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(doesn't change a thing if you didn't enable GPMI)
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-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
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via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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special
abilities you really don't want to know about (free bridges, etc..)
I removed this flag some revisions ago, but the Aircraft part
depends on it, so I re-enabled it again..
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-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
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