Restored original charge cannon behavior for Classic difficulty.
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@ -7,7 +7,7 @@
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# information. This file is offered as-is, without any warranty.
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# information. This file is offered as-is, without any warranty.
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AC_PREREQ([2.69])
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AC_PREREQ([2.69])
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AC_INIT([Project: Starfighter], [2.1.1], [diligentcircle@riseup.net], [starfighter])
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AC_INIT([Project: Starfighter], [2.2], [diligentcircle@riseup.net], [starfighter])
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AM_INIT_AUTOMAKE([foreign -Wall -Werror])
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AM_INIT_AUTOMAKE([foreign -Wall -Werror])
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AC_CONFIG_SRCDIR([src/Starfighter.c])
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AC_CONFIG_SRCDIR([src/Starfighter.c])
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AC_CONFIG_HEADERS([config.h])
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AC_CONFIG_HEADERS([config.h])
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@ -33,6 +33,7 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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Object *bullet;
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Object *bullet;
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int imageIndex;
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int imageIndex;
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int tempX, tempY, steps;
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int tempX, tempY, steps;
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int min_damage;
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bullet = malloc(sizeof(*bullet));
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bullet = malloc(sizeof(*bullet));
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if (bullet == NULL)
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if (bullet == NULL)
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@ -96,11 +97,17 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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if (bullet->id == WT_CHARGER)
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if (bullet->id == WT_CHARGER)
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{
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{
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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{
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bullet->damage = attacker->ammo[1];
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bullet->damage = attacker->ammo[1];
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min_damage = 50;
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}
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else
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else
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{
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bullet->damage = attacker->ammo[1] / 2;
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bullet->damage = attacker->ammo[1] / 2;
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min_damage = 15;
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}
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if (bullet->damage < 15)
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if (bullet->damage < min_damage)
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{
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{
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bullet->damage = 1;
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bullet->damage = 1;
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bullet->id = WT_PLASMA;
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bullet->id = WT_PLASMA;
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20
src/game.c
20
src/game.c
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@ -760,11 +760,23 @@ static void game_doBullets()
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if (bullet->id == WT_CHARGER)
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if (bullet->id == WT_CHARGER)
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{
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{
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bullet->damage -= old_shield;
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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if (bullet->damage <= 0)
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{
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bullet->shield -= old_shield;
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if (bullet->shield < 0)
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bullet->active = 0;
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}
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else
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{
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bullet->damage -= old_shield;
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if (bullet->damage <= 0)
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{
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bullet->active = 0;
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bullet->shield = 0;
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}
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}
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if (!bullet->active)
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{
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{
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bullet->active = 0;
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bullet->shield = 0;
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audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y);
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audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y);
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for (int i = 0 ; i < 10 ; i++)
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for (int i = 0 ; i < 10 ; i++)
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explosion_add(bullet->x + RANDRANGE(-35, 35),
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explosion_add(bullet->x + RANDRANGE(-35, 35),
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