of slipstream and enough 'slipstream credits' have been accumulated
(which is shown by a little bit of nitro). This should avoid the problem of
crashing into the kart ahead when getting nitro, and also make it less
likely that the AI creates trains.
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jumping (e.g. paper plane in math class).
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resulted in AIs driving badly (even when the variation was set to 0).
This patch will be re-considered later, after the alpha 3 release.
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steer to the same driveline point, but to points slightly to
the left and right. The maximum variation is defined in
stk_config.xml (and should be between 0 and 1).
ATM THIS IS DISABLED! Since in my tests it appears that
the AI is not driving as good as previously anymore, i.e.
it drives more S-lines on straights etc. To enable this change
steering_variation in stk_config.xml
2) AI now handles multi-items better by waiting a certain amount
of time before using the next item.
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(see bug 3072740): the countdown timer caused incorrect
values to be used for the 'music credit' display.
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It now defaults to 15 degrees (it was 30 degrees, but accidentally
a hard coded value of 15 was committed in r6110).
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race (now there will be at least three karts in a FTL race).
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missed the warning when recompiling). So I've added a "."
at the end.
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line should be continued, so I added a space).
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AIKart (e.g. m_random_kart_list -> m_ai_kart_list) - since this
describes what the lists and function actually are (in network
the name is not entirely correct, but since this will be
re-implemented anyway, we leave the proper naming till later).
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to computeRandomKartList is not necessary, the real problem was that
the game data structure was set up before the new data was
defined (e.g. data was initialised for previous number of karts,
after initialisation the correct number of karts was set, causing
a crash).
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which a copy is used is not accidentally deleted.
Also initialised m_animated_node with zero to handle
incorrect usages of the kart model.
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