Don't allow weapon to be fired if owner's facing is FACING_DIE.
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501db4420b
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4ff02a82e5
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@ -69,15 +69,18 @@ void firePistol(void)
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{
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Bullet *bullet;
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bullet = createBaseBullet((Unit*)world.bob);
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bullet->weaponType = WPN_PISTOL;
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bullet->facing = world.bob->facing;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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if (world.bob->facing != FACING_DIE)
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{
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bullet = createBaseBullet((Unit*)world.bob);
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bullet->weaponType = WPN_PISTOL;
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bullet->facing = world.bob->facing;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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world.bob->reload = 20;
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world.bob->reload = 20;
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playSound(SND_PISTOL, CH_BOB);
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playSound(SND_PISTOL, world.bob->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireAimedShot(Unit *owner)
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@ -86,49 +89,58 @@ void fireAimedShot(Unit *owner)
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float dx, dy;
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Bullet *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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if (owner->facing != FACING_DIE)
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{
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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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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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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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owner->reload = 15;
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playSound(SND_PISTOL, CH_WEAPON);
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playSound(SND_PISTOL, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireMachineGun(Unit *owner)
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{
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Bullet *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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if (owner->facing != FACING_DIE)
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{
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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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playSound(SND_MACHINE_GUN, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void firePlasma(Unit *owner)
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{
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Bullet *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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if (owner->facing != FACING_DIE)
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{
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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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owner->reload = owner->type == ET_BOB ? 4 : 8;
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playSound(SND_PLASMA, owner->type == ET_BOB ? CH_BOB : CH_WEAPON);
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playSound(SND_PLASMA, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireSpread(Unit *owner, int numberOfShots)
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@ -137,61 +149,70 @@ void fireSpread(Unit *owner, int numberOfShots)
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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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if (owner->facing != FACING_DIE)
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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 = -(numberOfShots / 2) * 3;
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dy += 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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owner->reload = 16;
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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->uniqueId % MAX_SND_CHANNELS);
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}
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playSound(SND_SPREAD, owner->type == ET_BOB ? CH_BOB : CH_WEAPON);
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}
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void fireLaser(Unit *owner)
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{
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Bullet *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->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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if (owner->facing != FACING_DIE)
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{
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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->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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initLaser(laser);
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initLaser(laser);
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owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
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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_BOB : CH_WEAPON);
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playSound(SND_LASER, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireGrenade(Unit *owner)
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{
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Bullet *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->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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if (owner->facing != FACING_DIE)
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{
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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->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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initGrenade(grenade);
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initGrenade(grenade);
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owner->reload = FPS / 2;
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owner->reload = FPS / 2;
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playSound(SND_THROW, owner->type == ET_BOB ? CH_BOB : CH_WEAPON);
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playSound(SND_THROW, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireShotgun(Unit *owner)
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@ -200,43 +221,49 @@ void fireShotgun(Unit *owner)
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float dx, dy;
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Bullet *bullet;
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for (i = 0 ; i < 8 ; i++)
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if (owner->facing != FACING_DIE)
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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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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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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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owner->reload = 15;
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}
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playSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS);
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}
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playSound(SND_SHOTGUN, CH_WEAPON);
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}
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void fireMissile(Unit *owner)
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{
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Bullet *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->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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if (owner->facing != FACING_DIE)
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{
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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->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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initMissile(missile);
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initMissile(missile);
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owner->reload = FPS / 2;
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owner->reload = FPS / 2;
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playSound(SND_MISSILE, CH_WEAPON);
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playSound(SND_MISSILE, owner->uniqueId % MAX_SND_CHANNELS);
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}
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}
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int getRandomPlayerWeapon(int excludeGrenades)
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