Weapon fixes.
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827a825c2d
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9841418d20
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@ -29,7 +29,7 @@ static void explode(void);
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void initGrenade(Bullet *b)
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void initGrenade(Bullet *b)
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{
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{
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b->flags |= EF_BOUNCES | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_FRICTIONLESS | EF_NO_TELEPORT;
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b->flags = EF_BOUNCES | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_FRICTIONLESS | EF_NO_TELEPORT;
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superBounce = b->bounce;
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superBounce = b->bounce;
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@ -25,7 +25,7 @@ static void touch(Entity *other);
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void initLaser(Bullet *b)
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void initLaser(Bullet *b)
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{
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{
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b->flags |= EF_WEIGHTLESS | EF_BOUNCES | EF_FRICTIONLESS | EF_NO_ENVIRONMENT | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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b->flags = EF_WEIGHTLESS | EF_BOUNCES | EF_FRICTIONLESS | EF_NO_ENVIRONMENT | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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b->tick = tick;
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b->tick = tick;
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b->touch = touch;
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b->touch = touch;
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@ -25,7 +25,7 @@ static void touch(Entity *other);
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void initMissile(Bullet *b)
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void initMissile(Bullet *b)
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{
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{
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b->flags |= EF_WEIGHTLESS | EF_NO_ENVIRONMENT | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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b->flags = EF_WEIGHTLESS | EF_NO_ENVIRONMENT | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
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b->tick = tick;
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b->tick = tick;
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b->touch = touch;
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b->touch = touch;
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@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "weapons.h"
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#include "weapons.h"
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Bullet *createBaseBullet(Unit *owner);
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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 *bulletSprite[2];
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static Sprite *plasmaSprite[2];
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static Sprite *plasmaSprite[2];
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@ -33,8 +35,7 @@ static Sprite *alienGrenadeSprite;
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static Sprite *shotgunPelletSprite;
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static Sprite *shotgunPelletSprite;
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static Sprite *missileSprite[2];
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static Sprite *missileSprite[2];
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static void tick(void);
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static char *weaponName[WPN_ANY];
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static void touch(Entity *other);
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void initWeapons(void)
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void initWeapons(void)
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{
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{
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@ -59,6 +60,12 @@ void initWeapons(void)
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missileSprite[0] = getSprite("MissileRight");
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missileSprite[0] = getSprite("MissileRight");
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missileSprite[1] = getSprite("MissileLeft");
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missileSprite[1] = getSprite("MissileLeft");
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weaponName[WPN_PISTOL] = _("Pistol");
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weaponName[WPN_PLASMA] = _("Plasma Rifle");
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weaponName[WPN_SPREAD] = _("Spread Gun");
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weaponName[WPN_LASER] = _("Laser Cannon");
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weaponName[WPN_GRENADES] = _("Grenades");
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}
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}
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/* only used by Bob */
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/* only used by Bob */
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@ -242,8 +249,6 @@ Bullet *createBaseBullet(Unit *owner)
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bullet = malloc(sizeof(Bullet));
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bullet = malloc(sizeof(Bullet));
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memset(bullet, 0, sizeof(Bullet));
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memset(bullet, 0, sizeof(Bullet));
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world.entityTail->next = (Entity*)bullet;
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world.entityTail = (Entity*)bullet;
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initEntity((Entity*)bullet);
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initEntity((Entity*)bullet);
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@ -345,3 +350,8 @@ int getRandomPlayerWeapon(int excludeGrenades)
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return rand() % WPN_ANY;
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return rand() % WPN_ANY;
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}
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}
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const char *getWeaponName(int i)
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{
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return weaponName[i];
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}
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@ -53,7 +53,7 @@ void initEntity(Entity *e)
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e->thinkTime = 0;
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e->thinkTime = 0;
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e->spriteFrame = -1;
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e->spriteFrame = 0;
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e->spriteTime = 0;
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e->spriteTime = 0;
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e->init = init;
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e->init = init;
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@ -24,14 +24,6 @@ static void (*itemTick)(void);
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static void tick(void);
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static void tick(void);
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static void touch(Entity *other);
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static void touch(Entity *other);
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static char *description[WPN_ANY] = {
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"Pistol",
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"Plasma Rifle",
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"Spread Gun",
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"Laser Cannon",
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"Grenades"
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};
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void initWeaponPickup(Entity *e)
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void initWeaponPickup(Entity *e)
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{
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{
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Item *i;
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Item *i;
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@ -88,7 +80,7 @@ static void touch(Entity *other)
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break;
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break;
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default:
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default:
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setGameplayMessage(MSG_STANDARD, _("Picked up a %s"), _(description[i->weaponType]));
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setGameplayMessage(MSG_STANDARD, _("Picked up a %s"), getWeaponName(i->weaponType));
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break;
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break;
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}
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}
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@ -26,6 +26,7 @@ extern void initConsumable(Entity *e);
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extern Sprite *getSprite(char *name);
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extern Sprite *getSprite(char *name);
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extern void pickupItem(void);
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extern void pickupItem(void);
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extern int touchedPlayer(Entity *e);
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extern int touchedPlayer(Entity *e);
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extern const char *getWeaponName(int i);
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extern Entity *self;
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extern Entity *self;
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extern World world;
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extern World world;
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@ -51,6 +51,8 @@ void drawHud(void)
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{
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{
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int x, y;
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int x, y;
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drawText(SCREEN_WIDTH - 5, 5, 16, TA_RIGHT, colors.white, "Weapon: %s", getWeaponName(world.bob->weaponType));
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if (messageTime > 0)
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if (messageTime > 0)
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{
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{
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drawRect(0, SCREEN_HEIGHT - 32, SCREEN_WIDTH, 32, 0, 0, 0, 200);
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drawRect(0, SCREEN_HEIGHT - 32, SCREEN_WIDTH, 32, 0, 0, 0, 200);
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@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern void showWidgetGroup(char *groupName);
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extern void showWidgetGroup(char *groupName);
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extern void drawText(int x, int y, int size, int align, SDL_Color c, const char *format, ...);
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extern void drawText(int x, int y, int size, int align, SDL_Color c, const char *format, ...);
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extern void drawRect(int x, int y, int w, int h, int r, int g, int b, int a);
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extern void drawRect(int x, int y, int w, int h, int r, int g, int b, int a);
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const char *getWeaponName(int i);
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extern Dev dev;
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extern Dev dev;
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extern Camera camera;
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extern Camera camera;
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@ -41,10 +41,14 @@ void initWorld(void)
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{
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{
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background = getTexture(world.background);
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background = getTexture(world.background);
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initQuadtree(&world.quadtree);
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initObjectives();
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initObjectives();
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initHud();
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initHud();
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initWeapons();
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world.enemySpawnTimer = (FPS * rrnd(world.minEnemySpawnTime, world.maxEnemySpawnTime));
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world.enemySpawnTimer = (FPS * rrnd(world.minEnemySpawnTime, world.maxEnemySpawnTime));
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world.state = WS_START;
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world.state = WS_START;
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@ -68,8 +72,10 @@ void initWorld(void)
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startMission();
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startMission();
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/*
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world.bob->x = 166 * MAP_TILE_SIZE;
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world.bob->x = 166 * MAP_TILE_SIZE;
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world.bob->y = 98 * MAP_TILE_SIZE;
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world.bob->y = 98 * MAP_TILE_SIZE;
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*/
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}
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}
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static void logic(void)
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static void logic(void)
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@ -175,6 +181,7 @@ static void doWorldInProgress(void)
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game.config.control[CONTROL_UP] = app.keyboard[SDL_SCANCODE_W];
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game.config.control[CONTROL_UP] = app.keyboard[SDL_SCANCODE_W];
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game.config.control[CONTROL_DOWN] = app.keyboard[SDL_SCANCODE_S];
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game.config.control[CONTROL_DOWN] = app.keyboard[SDL_SCANCODE_S];
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game.config.control[CONTROL_JUMP] = app.keyboard[SDL_SCANCODE_I];
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game.config.control[CONTROL_JUMP] = app.keyboard[SDL_SCANCODE_I];
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game.config.control[CONTROL_FIRE] = app.keyboard[SDL_SCANCODE_J];
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if (app.keyboard[SDL_SCANCODE_SPACE])
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if (app.keyboard[SDL_SCANCODE_SPACE])
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{
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{
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@ -183,6 +190,31 @@ static void doWorldInProgress(void)
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app.keyboard[SDL_SCANCODE_SPACE] = 0;
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app.keyboard[SDL_SCANCODE_SPACE] = 0;
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}
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}
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if (app.keyboard[SDL_SCANCODE_1])
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{
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world.bob->weaponType = WPN_PISTOL;
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}
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if (app.keyboard[SDL_SCANCODE_2])
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{
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world.bob->weaponType = WPN_PLASMA;
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}
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if (app.keyboard[SDL_SCANCODE_3])
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{
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world.bob->weaponType = WPN_SPREAD;
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}
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if (app.keyboard[SDL_SCANCODE_4])
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{
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world.bob->weaponType = WPN_LASER;
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}
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if (app.keyboard[SDL_SCANCODE_5])
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{
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world.bob->weaponType = WPN_GRENADES;
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}
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if (!world.showingInfoMessage)
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if (!world.showingInfoMessage)
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{
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{
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doBob();
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doBob();
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@ -53,6 +53,8 @@ extern void blitScaled(SDL_Texture *texture, int x, int y, int w, int h, int cen
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extern void clearScreen(void);
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extern void clearScreen(void);
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extern void drawHud(void);
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extern void drawHud(void);
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extern void initHud(void);
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extern void initHud(void);
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extern void initWeapons(void);
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extern void initQuadtree(Quadtree *root);
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extern App app;
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extern App app;
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extern Dev dev;
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extern Dev dev;
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