Tweaked the way the laser is handled.
The tweak causes you to be able to fire the laser for more time, but the difference is subtle (112 frames instead of 100 frames).
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1be0fd1164
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5b4fa64360
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@ -1252,7 +1252,7 @@ static void game_doPlayer()
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ship_fireBullet(&player, 1);
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ship_fireBullet(&player, 1);
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if (!engine.cheatAmmo)
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if (!engine.cheatAmmo)
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player.ammo[1] += 2;
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player.ammo[1] += 1;
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if (player.ammo[1] >= 100)
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if (player.ammo[1] >= 100)
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{
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{
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@ -1981,8 +1981,8 @@ static void game_doHud()
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if (player.shield < 1)
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if (player.shield < 1)
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return;
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return;
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if ((!engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
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if ((player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
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LIMIT_ADD(player.ammo[1], -1, 1, 255);
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LIMIT_ADD(player.ammo[1], -1, 0, 200);
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if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
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if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
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return;
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return;
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@ -1213,9 +1213,5 @@ void mission_showFinishedScreen()
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}
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}
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}
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}
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// Stop people from "selling" Laser ammo as rockets.
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if (player.weaponType[1] == W_LASER)
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player.ammo[1] = 1;
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audio_haltMusic();
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audio_haltMusic();
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}
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}
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10
src/ship.cpp
10
src/ship.cpp
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@ -45,17 +45,17 @@ Fill in later...
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*/
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*/
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void ship_fireBullet(Object *ship, int weaponIndex)
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void ship_fireBullet(Object *ship, int weaponIndex)
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{
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{
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int y = (ship->image[0]->h) / 5;
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Object *theWeapon = &weapons[ship->weaponType[weaponIndex]];
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if (ship->reload[weaponIndex] > 0)
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if (ship->reload[weaponIndex] > 0)
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return;
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return;
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int y = (ship->image[0]->h) / 5;
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// Remove some ammo from the player
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// Remove some ammo from the player
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if ((ship == &player) && (player.ammo[weaponIndex] > 0) && (!engine.cheatAmmo))
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if ((ship == &player) && (player.weaponType[weaponIndex] != W_LASER) &&
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(player.ammo[weaponIndex] > 0) && (!engine.cheatAmmo))
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player.ammo[weaponIndex]--;
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player.ammo[weaponIndex]--;
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Object *theWeapon = &weapons[ship->weaponType[weaponIndex]];
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switch(theWeapon->id)
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switch(theWeapon->id)
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{
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{
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case WT_PLASMA:
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case WT_PLASMA:
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