{"push_id":1783718543,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"df5bf59ec3b47868b9947a8f7cfa981cad42d2ab","before":"4099410233616effbf633b26c0c987ab8626a361","commits":[{"sha":"732e5488347b726f0c7fcf8bc2276957fe32a985","author":{"name":"toastmuseum","email":"9d276be0dcbe8859e1d6dd4eeb309a6beded7063@gmail.com"},"message":"Improve Tank AI\n\n1. Create a blueprint class for TankAIController:\n- Go to c++ classes folder and find TankAIController\n- Right click>> create blueprint class based on TankAIController\n\n2. Change AI Firing to fire when locked not every time ammo is\navailable.\n- TankAIController.cpp: Create if statement that gets firing state to\ndetermine if it is locked\n- TankAimingComponent: Create method GetFiringState() to return\nFiringState. This allows TankAIController to access the FiringState\n\n2. Change the Acceptance radius for the TankAI so they do not crowd the\nplayer.\n- TankController.h: Make AcceptanceRadius protected so children can\naccess it.\nMake AcceptanceRadius UPROPERTY(EditAnywhere) to access acceptanceradius\nin blueprint","distinct":true,"url":"https://api.github.com/repos/ToastMuseum/Tank_Exploders/commits/732e5488347b726f0c7fcf8bc2276957fe32a985"},{"sha":"df5bf59ec3b47868b9947a8f7cfa981cad42d2ab","author":{"name":"toastmuseum","email":"9d276be0dcbe8859e1d6dd4eeb309a6beded7063@gmail.com"},"message":"Undo FiringDisabled\n\nUncommented Firing in TankAIController","distinct":true,"url":"https://api.github.com/repos/ToastMuseum/Tank_Exploders/commits/df5bf59ec3b47868b9947a8f7cfa981cad42d2ab"}]}
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