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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@ -69,6 +69,8 @@ void firePistol(void)
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{
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Bullet *bullet;
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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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@ -77,7 +79,8 @@ void firePistol(void)
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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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@ -86,6 +89,8 @@ void fireAimedShot(Unit *owner)
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float dx, dy;
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Bullet *bullet;
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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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@ -100,26 +105,32 @@ void fireAimedShot(Unit *owner)
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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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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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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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@ -128,7 +139,8 @@ void firePlasma(Unit *owner)
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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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@ -137,6 +149,8 @@ void fireSpread(Unit *owner, int numberOfShots)
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int i;
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float dy;
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if (owner->facing != FACING_DIE)
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{
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dy = -(numberOfShots / 2) * 3;
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for (i = 0 ; i < numberOfShots ; i++)
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@ -152,13 +166,16 @@ void fireSpread(Unit *owner, int numberOfShots)
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owner->reload = 16;
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}
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playSound(SND_SPREAD, owner->type == ET_BOB ? CH_BOB : CH_WEAPON);
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playSound(SND_SPREAD, owner->uniqueId % MAX_SND_CHANNELS);
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}
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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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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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@ -171,13 +188,16 @@ void fireLaser(Unit *owner)
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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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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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@ -191,7 +211,8 @@ void fireGrenade(Unit *owner)
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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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@ -200,6 +221,8 @@ void fireShotgun(Unit *owner)
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float dx, dy;
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Bullet *bullet;
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if (owner->facing != FACING_DIE)
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{
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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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@ -216,13 +239,16 @@ void fireShotgun(Unit *owner)
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owner->reload = 15;
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}
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playSound(SND_SHOTGUN, CH_WEAPON);
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playSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS);
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}
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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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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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@ -236,7 +262,8 @@ void fireMissile(Unit *owner)
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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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