Fixed charge
- Prevent click sound from triggering - Prevent hovering on pits if you end charge on them - Trigger traps if you end charge on them
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0f50d3b015
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0ab65c9989
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@ -5,10 +5,10 @@ SET(CMAKE_COLOR_MAKEFILE ON)
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project(breakhack C)
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set(breakhack_GAME_TITLE "BreakHack")
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set(breakhack_MAJOR_VERSION 0)
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set(breakhack_MINOR_VERSION 3)
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set(breakhack_PATCH_VERSION 0)
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set(breakhack_RELEASE_TYPE "(beta)")
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set(breakhack_MAJOR_VERSION 1)
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set(breakhack_MINOR_VERSION 0)
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set(breakhack_PATCH_VERSION 1)
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set(breakhack_RELEASE_TYPE "")
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include(FindLua)
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include(FindPhysFS)
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10
src/player.c
10
src/player.c
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@ -208,8 +208,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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}
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if (space->lethal && !collided) {
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mixer_play_effect(FALL0 + get_random(2) - 1);
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player->state = FALLING;
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player_set_falling(player);
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}
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if (space->trap && !collided) {
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@ -697,3 +696,10 @@ player_add_artifact(Player *p, Artifact *a)
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gui_log("%s (%u)", ad->desc, ad->level);
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p->equipment.hasArtifacts = true;
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}
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void
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player_set_falling(Player *player)
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{
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mixer_play_effect(FALL0 + get_random(2) - 1);
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player->state = FALLING;
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}
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@ -123,3 +123,6 @@ player_has_artifact(Player *, MagicalEffect);
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void
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player_add_artifact(Player*, Artifact*);
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void
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player_set_falling(Player*);
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@ -393,7 +393,7 @@ skill_charge_check_path(SkillData *data,
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Monster *monster = matrix->spaces[itPos.x][itPos.y].monster;
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Stats tmpStats = player->stats;
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tmpStats.dmg *= steps > 0 ? steps : 1;
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mixer_play_effect(SWING0 + get_random(3) - 1);
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mixer_play_effect(SWING0 + get_random(2));
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unsigned int dmg = stats_fight(&tmpStats, &monster->stats);
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if (dmg > 0) {
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gui_log("You charged %s for %u damage", monster->lclabel, dmg);
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@ -492,6 +492,13 @@ skill_charge(Skill *skill, SkillData *data)
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skill_charge_check_path(data, playerStartPos, destination);
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Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
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RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
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if (destSpace->lethal)
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player_set_falling(player);
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else if (destSpace->trap)
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trap_activate(destSpace->trap, player);
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return true;
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}
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