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[r3690] by utunnels

Fix spawn crash caused by gravity code in select screen.
Update running code:

running {speed} {height} {length} {move} {land}

{move}:
0 - can't run up/down
1 - can run up and down diagonally
2 - can start running by inputing uu or dd
4 - can turn 90 degrees while running (like in some capcom games)
3 = 1 + 2
7 = 1 + 2 + 4
And so on

2012-05-08 15:09:25 Tree
[r3689] by utunnels

Execute unsummonframe logic before summon logic, just in case they are within the same frame.

2012-05-07 02:56:49 Tree
[r3688] by utunnels

Reload standard palette after playing gif.

2012-05-06 15:27:13 Tree
[r3687] by utunnels

Remove negative check in adjust_grabposition added several days ago, for negative values can be useful to make suplex moves.

2012-05-06 04:21:05 Tree
[r3686] by utunnels

Allow using hitfx none to disable hitsound, better than an silent wav.

2012-05-04 16:08:06 Tree
[r3685] by utunnels

1. New model header command attackthrottle.

attackthrottle {rate} {time}

rate: chance to cancel attack (must be between 0.0 and 1.0)
time: in seconds, how long should this entity stay tame until next check, the engine will generate a random number between 0 and this value.

note: some action will cancel the timer, for example, getting hit. Seeing the target block or attacking will also affects the timer. A value of 0.5-0.75 should be OK.

2. Move AI character grab logic from move code to attack code.

3. Only check attack every 4 loops. Assume it won't cause much difference because even 0.04 second is beyond human reaction. This should be able to save some CPU power.

2012-05-03 15:33:56 Tree
[r3684] by utunnels

Fix: fix a mistake in function check_attack_chance in previous update.

2012-05-03 05:50:43 Tree
[r3683] by utunnels

Script: Add colourmap to player property.
AI: Make some debug variables, for development purpose only for now.

2012-05-03 04:01:32 Tree
[r3682] by utunnels

Stop checking entity valid in getplayerproperty and changeplayerproperty unless you are , make it possible to operate name and score in continue screen. Merge map string functions of gpp and cpp.

2012-05-02 02:24:13 Tree
[r3681] by utunnels

1. Dynamic allocate script buffer.
2. Commands like jumpframe now accept "this" as the frame index parameter, which means current frame. For example: jumpframe this 3 2 0
3. Add several commands in levels.txt and models.txt to change default values for those HD mods. Still working on.
4. Minor change in function check_attack_chance, keep a reminder here.

2012-05-01 16:20:08 Tree
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