Decoration updates.
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@ -34,6 +34,8 @@ void initDebris(Decoration *d)
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d->effectType = rand() % 2;
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d->spriteFrame = 0;
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d->flags |= EF_BOUNCES | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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d->tick = tick;
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@ -34,6 +34,8 @@ void initFleshChunk(Decoration *d)
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d->bleedTime = FPS * 3;
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d->spriteFrame = 0;
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d->tick = tick;
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d->action = action;
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d->touch = touch;
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@ -34,10 +34,6 @@ void initEffects(void)
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debris[2] = getSprite("Debris3");
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}
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void addExplosionEffect(int x, int y, float dx, float dy)
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{
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}
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void addSmallFleshChunk(float x, float y)
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{
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Decoration *chunk;
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@ -48,12 +44,8 @@ void addSmallFleshChunk(float x, float y)
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chunk->x = x;
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chunk->y = y;
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chunk->dx = 0;
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chunk->dy = 0;
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chunk->health = FPS / 4;
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chunk->sprite[0] = chunk->sprite[1] = chunk->sprite[2] = fleshChunk[0];
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chunk->spriteFrame = 0;
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}
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void throwFleshChunks(float x, float y, int amount)
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@ -73,12 +65,25 @@ void throwFleshChunks(float x, float y, int amount)
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chunk->dy = -rrnd(10, 15);
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chunk->health = FPS * rrnd(3, 12);
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chunk->sprite[0] = chunk->sprite[1] = chunk->sprite[2] = fleshChunk[i % 3];
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chunk->spriteFrame = 0;
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}
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}
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void throwDebris(float x, float y, int amount)
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{
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int i;
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Decoration *piece;
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for (i = 0; i < amount; i++)
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{
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piece = malloc(sizeof(Decoration));
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memset(piece, 0, sizeof(Decoration));
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initDebris(piece);
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piece->x = x;
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piece->y = y;
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piece->dx = rrnd(-2, 2);
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piece->dy = -rrnd(10, 15);
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piece->health = FPS * (rand() % 3);
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piece->sprite[0] = piece->sprite[1] = piece->sprite[2] = debris[i % 3];
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}
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}
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@ -23,5 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern int rrnd(int low, int high);
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extern Sprite *getSprite(char *name);
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extern void initFleshChunk(Decoration *d);
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extern void initDebris(Decoration *d);
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extern World world;
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