Returned the obscene power of the original charger to origial difficulty.
Also made some tweaks to the code that displays the charge shots to make it look a little better.
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@ -81,7 +81,11 @@ 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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bullet->damage = attacker->ammo[1] / 2;
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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bullet->damage = attacker->ammo[1];
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else
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bullet->damage = attacker->ammo[1] / 2;
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if (bullet->damage < 15)
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if (bullet->damage < 15)
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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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11
src/game.cpp
11
src/game.cpp
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@ -439,6 +439,7 @@ static void game_doBullets()
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bool okayToHit = false;
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bool okayToHit = false;
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int old_shield;
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int old_shield;
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float homingMissileSpeed = 0;
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float homingMissileSpeed = 0;
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int charger_num;
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bullet = engine.bulletHead;
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bullet = engine.bulletHead;
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prevBullet = engine.bulletHead;
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prevBullet = engine.bulletHead;
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@ -478,9 +479,15 @@ 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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for (int i = 0 ; i < bullet->damage * 2 ; i++)
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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charger_num = bullet->damage;
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else
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charger_num = bullet->damage * 2;
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for (int i = 0 ; i < charger_num ; i++)
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blit(bullet->image[0],
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blit(bullet->image[0],
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(int)(bullet->x - RANDRANGE(-(bullet->damage * 2 / 3), 0)),
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(int)(bullet->x - RANDRANGE(
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-(charger_num / 6), charger_num / 6)),
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(int)(bullet->y + RANDRANGE(-3, 3)));
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(int)(bullet->y + RANDRANGE(-3, 3)));
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}
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}
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