Moved bullets into entities/bullets.
This commit is contained in:
parent
7577482cc4
commit
1fbf7971b8
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@ -7,6 +7,7 @@ SEARCHPATH += src/combat
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SEARCHPATH += src/entities
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SEARCHPATH += src/entities/blobs
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SEARCHPATH += src/entities/boss
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SEARCHPATH += src/entities/bullets
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SEARCHPATH += src/entities/cannons
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SEARCHPATH += src/entities/decoration
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SEARCHPATH += src/entities/evilBlobs
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@ -30,7 +31,7 @@ vpath %.h $(SEARCHPATH)
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DEPS += defs.h structs.h
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OBJS += atlas.o atlasTest.o aquaBlob.o
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OBJS += battery.o blaze.o bob.o boss.o blobBoss.o
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OBJS += battery.o blaze.o bob.o boss.o blobBoss.o bullet.o
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OBJS += camera.o cannon.o cardReader.o cell.o cherry.o combat.o consumable.o
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OBJS += debris.o destructable.o door.o draw.o
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OBJS += effects.o ending.o entities.o entity.o entityFactory.o exit.o explosions.o eyeDroid.o eyeDroidCommander.o evilBlob.o
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@ -20,10 +20,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "weapons.h"
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Bullet *createBaseBullet(Unit *owner);
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static void tick(void);
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static void touch(Entity *other);
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static Sprite *bulletSprite[2];
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static Sprite *plasmaSprite[2];
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static Sprite *aimedSprite;
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@ -243,104 +239,6 @@ void fireMissile(Unit *owner)
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playSound(SND_MISSILE, CH_WEAPON);
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}
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Bullet *createBaseBullet(Unit *owner)
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{
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Bullet *bullet;
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bullet = malloc(sizeof(Bullet));
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memset(bullet, 0, sizeof(Bullet));
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initEntity((Entity*)bullet);
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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 = (Entity*)owner;
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bullet->health = FPS * 3;
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bullet->flags |= EF_WEIGHTLESS | EF_IGNORE_BULLETS | EF_NO_ENVIRONMENT | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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bullet->tick = tick;
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bullet->touch = touch;
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return bullet;
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}
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static void tick(void)
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{
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Bullet *b;
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b = (Bullet*)self;
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b->health--;
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if (b->x <= 0 || b->y <= 0 || b->x >= (MAP_WIDTH * MAP_TILE_SIZE) - b->w || b->y >= (MAP_HEIGHT * MAP_TILE_SIZE) - b->h)
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{
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b->alive = ALIVE_DEAD;
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}
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// don't allow the player to kill everything on the map by firing
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// constantly
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if (b->owner->type == ET_BOB)
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{
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if (b->x < camera.x || b->y < camera.y || b->x > camera.x + SCREEN_WIDTH || b->y > camera.y + SCREEN_HEIGHT)
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{
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b->alive = ALIVE_DEAD;
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}
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}
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}
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static void touch(Entity *other)
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{
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Bullet *b;
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b = (Bullet*)self;
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if (b->alive == ALIVE_ALIVE)
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{
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if (other == NULL)
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{
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addSparkParticles(b->x, b->y);
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b->alive = ALIVE_DEAD;
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if (rand() % 2)
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{
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playSound(SND_RICO_1, CH_ANY);
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}
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else
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{
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playSound(SND_RICO_2, CH_ANY);
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}
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}
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else if (other != b->owner && (!(other->flags & EF_IGNORE_BULLETS)) && b->owner->type != other->type)
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{
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other->applyDamage(b->damage);
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if (other->flags & EF_EXPLODES)
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{
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playSound(SND_METAL_HIT, CH_ANY);
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addSparkParticles(b->x, b->y);
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}
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else
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{
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playSound(SND_FLESH_HIT, CH_ANY);
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addSmallFleshChunk(b->x, b->y);
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}
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b->alive = ALIVE_DEAD;
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if (b->owner->type == world.bob->type)
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{
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game.statShotsHit[b->weaponType]++;
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}
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}
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}
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}
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int getRandomPlayerWeapon(int excludeGrenades)
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{
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if (excludeGrenades)
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@ -27,11 +27,6 @@ extern void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy);
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extern void initLaser(Bullet *b);
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extern void initGrenade(Bullet *b);
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extern void initMissile(Bullet *b);
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extern void initEntity(Entity *e);
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extern void addSmallFleshChunk(float x, float y);
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extern void addSparkParticles(float x, float y);
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extern Bullet *createBaseBullet(Unit *owner);
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extern Camera camera;
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extern Entity *self;
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extern Game game;
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extern World world;
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@ -0,0 +1,123 @@
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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 "bullet.h"
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static void tick(void);
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static void touch(Entity *other);
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Bullet *createBaseBullet(Unit *owner)
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{
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Bullet *bullet;
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bullet = malloc(sizeof(Bullet));
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memset(bullet, 0, sizeof(Bullet));
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initEntity((Entity*)bullet);
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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 = (Entity*)owner;
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bullet->health = FPS * 3;
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bullet->flags |= EF_WEIGHTLESS | EF_IGNORE_BULLETS | EF_NO_ENVIRONMENT | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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bullet->tick = tick;
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bullet->touch = touch;
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bullet->spriteFrame = 0;
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return bullet;
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}
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static void tick(void)
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{
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Bullet *b;
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b = (Bullet*)self;
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b->health--;
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if (b->x <= 0 || b->y <= 0 || b->x >= (MAP_WIDTH * MAP_TILE_SIZE) - b->w || b->y >= (MAP_HEIGHT * MAP_TILE_SIZE) - b->h)
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{
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b->alive = ALIVE_DEAD;
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}
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/* don't allow the player to kill everything on the map by firing constantly */
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if (b->owner->type == ET_BOB)
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{
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if (b->x < camera.x || b->y < camera.y || b->x > camera.x + SCREEN_WIDTH || b->y > camera.y + SCREEN_HEIGHT)
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{
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b->alive = ALIVE_DEAD;
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}
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}
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}
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static void touch(Entity *other)
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{
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Bullet *b;
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b = (Bullet*)self;
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if (b->alive == ALIVE_ALIVE)
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{
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if (other == NULL)
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{
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addSparkParticles(b->x, b->y);
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b->alive = ALIVE_DEAD;
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if (rand() % 2)
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{
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playSound(SND_RICO_1, CH_ANY);
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}
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else
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{
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playSound(SND_RICO_2, CH_ANY);
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}
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}
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else if (other != b->owner && (!(other->flags & EF_IGNORE_BULLETS)) && b->owner->type != other->type)
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{
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other->applyDamage(b->damage);
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if (other->flags & EF_EXPLODES)
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{
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playSound(SND_METAL_HIT, CH_ANY);
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addSparkParticles(b->x, b->y);
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}
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else
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{
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playSound(SND_FLESH_HIT, CH_ANY);
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addSmallFleshChunk(b->x, b->y);
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}
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b->alive = ALIVE_DEAD;
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if (b->owner->type == world.bob->type)
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{
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game.statShotsHit[b->weaponType]++;
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}
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}
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}
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}
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@ -0,0 +1,32 @@
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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 "../../common.h"
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extern void playSound(int snd, int ch);
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extern void initEntity(Entity *e);
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extern void addSmallFleshChunk(float x, float y);
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extern void addSparkParticles(float x, float y);
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extern Bullet *createBaseBullet(Unit *owner);
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extern Camera camera;
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extern Entity *self;
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extern Game game;
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extern World world;
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@ -18,7 +18,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../common.h"
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#include "../../common.h"
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extern void playSound(int snd, int ch);
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extern void initGrenade(Bullet *b);
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@ -18,7 +18,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../common.h"
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#include "../../common.h"
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extern void playSound(int snd, int ch);
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extern int rrnd(int low, int high);
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@ -18,7 +18,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../common.h"
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#include "../../common.h"
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extern int rrnd(int low, int high);
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extern void initMissile(Bullet *b);
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