2018-01-22 09:27:08 +01:00
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/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "weapons.h"
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2018-01-25 09:11:45 +01:00
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Entity *createBaseBullet(Entity *owner);
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2018-01-22 22:47:04 +01:00
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static int bulletSprite[2];
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static int plasmaSprite[2];
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static int aimedSprite;
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static int spreadShotSprite;
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static int alienSpreadShotSprite;
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static int laserSprite[2];
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static int grenadeSprite;
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static int alienGrenadeSprite;
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static int shotgunPelletSprite;
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static int missileSprite[2];
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void initWeapons(void)
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{
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bulletSprite[0] = getSpriteIndex("BulletRight");
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bulletSprite[1] = getSpriteIndex("BulletLeft");
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plasmaSprite[0] = getSpriteIndex("PlasmaRight");
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plasmaSprite[1] = getSpriteIndex("PlasmaLeft");
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aimedSprite = getSpriteIndex("AimedShot");
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spreadShotSprite = getSpriteIndex("SpreadShot");
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alienSpreadShotSprite = getSpriteIndex("AlienSpreadShot");
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laserSprite[0] = getSpriteIndex("Laser");
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laserSprite[1] = getSpriteIndex("AlienLaser");
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grenadeSprite = getSpriteIndex("Grenade");
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alienGrenadeSprite = getSpriteIndex("AlienGrenade");
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shotgunPelletSprite = getSpriteIndex("ShotgunPellet");
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missileSprite[0] = getSpriteIndex("MissileRight");
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missileSprite[1] = getSpriteIndex("MissileLeft");
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}
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void firePistol(Entity *owner)
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{
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Entity *bullet;
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_PISTOL;
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bullet->facing = owner->facing;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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owner->reload = 20;
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playSound(SND_PISTOL, CH_PLAYER);
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}
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void fireAimedShot(Entity *owner)
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{
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int x, y;
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float dx, dy;
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Entity *bullet;
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x = (int) (world.bob->x + rrnd(-8, 24));
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y = (int) (world.bob->y + rrnd(-8, 24));
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getSlope(x, y, owner->x, owner->y, &dx, &dy);
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 6;
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bullet->dy = dy * 6;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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bullet->health *= 2;
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owner->reload = 15;
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playSound(SND_PISTOL, CH_WEAPON);
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}
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void fireMachineGun(Entity *owner)
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{
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Entity *bullet;
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_MACHINE_GUN;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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owner->reload = 8;
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playSound(SND_MACHINE_GUN, CH_WEAPON);
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}
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void firePlasma(Entity *owner)
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{
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Entity *bullet;
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_PLASMA;
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bullet->sprite[0] = plasmaSprite[0];
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bullet->sprite[1] = plasmaSprite[1];
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bullet->damage = 2;
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owner->reload = owner->type == ET_BOB ? 4 : 8;
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playSound(SND_PLASMA, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
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}
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void fireSpread(Entity *owner, int numberOfShots)
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{
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Entity *bullet;
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int i;
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float dy;
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dy = -(numberOfShots / 2) * 3;
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for (i = 0 ; i < numberOfShots ; i++)
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{
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_SPREAD;
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bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
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bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
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bullet->dy = dy;
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dy += 3;
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owner->reload = 16;
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}
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playSound(SND_SPREAD, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
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}
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void fireLaser(Entity *owner)
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{
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Entity *laser;
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laser = createBaseBullet(owner);
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laser->x = owner->x + owner->w / 2;
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laser->y = owner->y + owner->h / 2;
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laser->facing = owner->facing;
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laser->dx = owner->facing == FACING_RIGHT ? 20 : -20;
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laser->owner = owner;
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laser->health = FPS * 3;
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laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1];
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owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
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playSound(SND_LASER, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
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}
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void fireGrenade(Entity *owner)
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{
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Entity *grenade;
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grenade = createBaseBullet(owner);
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grenade->x = owner->x + owner->w / 2;
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grenade->y = owner->y;
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grenade->facing = owner->facing;
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grenade->owner = owner;
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grenade->health = FPS * 3;
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grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8;
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grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite;
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grenade->dy = -6;
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owner->reload = FPS / 2;
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playSound(SND_THROW, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
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}
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void fireShotgun(Entity *owner)
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{
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int i;
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float dx, dy;
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Entity *bullet;
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for (i = 0 ; i < 8 ; i++)
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{
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getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
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bullet = createBaseBullet(owner);
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bullet->weaponType = WPN_SHOTGUN;
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bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8);
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bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8);
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bullet->dx = dx * 12;
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bullet->dy = dy * 12;
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bullet->damage = 2;
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bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite;
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owner->reload = 15;
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}
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playSound(SND_SHOTGUN, CH_WEAPON);
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}
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void fireMissile(Entity *owner)
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{
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Entity *missile;
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missile = createBaseBullet(owner);
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missile->x = owner->x + owner->w / 2;
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missile->y = owner->y + 10;
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missile->facing = owner->facing;
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missile->dx = owner->facing == FACING_RIGHT ? 10 : -10;
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missile->owner = owner;
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missile->health = FPS * 3;
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missile->sprite[0] = missileSprite[0];
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missile->sprite[1] = missileSprite[1];
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owner->reload = FPS / 2;
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playSound(SND_MISSILE, CH_WEAPON);
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}
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2018-01-25 09:11:45 +01:00
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Entity *createBaseBullet(Entity *owner)
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2018-01-22 22:47:04 +01:00
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{
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Entity *bullet;
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bullet = createEntity();
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bullet->x = (owner->x + owner->w / 2);
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bullet->y = (owner->y + owner->h / 2) - 3;
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bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
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bullet->facing = owner->facing;
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bullet->damage = 1;
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bullet->owner = owner;
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bullet->health = FPS * 3;
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return bullet;
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}
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2018-01-22 09:27:08 +01:00
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int getRandomPlayerWeapon(int excludeGrenades)
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{
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if (excludeGrenades)
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{
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return rand() % WPN_GRENADES;
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}
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return rand() % WPN_ANY;
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}
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