Moved fireRay to the ship module.
Also removed a really bad convention where a variable called "anEnemy" was used, rather than just "aliens[i]".
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@ -1246,24 +1246,20 @@ any enemy craft that enter their line of sight.
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*/
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int alien_enemiesInFront(object *alien)
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{
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object *anEnemy = aliens;
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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if ((alien != anEnemy) && (anEnemy->flags & FL_WEAPCO) &&
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(anEnemy->shield > 0))
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if ((alien != &aliens[i]) && (aliens[i].flags & FL_WEAPCO) &&
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(aliens[i].shield > 0))
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{
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if ((alien->y > anEnemy->y - 15) &&
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(alien->y < anEnemy->y + anEnemy->image[0]->h + 15))
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if ((alien->y > aliens[i].y - 15) &&
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(alien->y < aliens[i].y + aliens[i].image[0]->h + 15))
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{
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if ((alien->face == 1) && (anEnemy->x < alien->x))
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if ((alien->face == 1) && (aliens[i].x < alien->x))
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return 1;
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if ((alien->face == 0) && (anEnemy->x > alien->x))
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if ((alien->face == 0) && (aliens[i].x > alien->x))
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return 1;
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}
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}
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anEnemy++;
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}
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return 0;
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@ -1303,8 +1299,6 @@ void alien_move(object *alien)
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}
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}
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object *anEnemy = aliens;
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if (checkCollisions)
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{
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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@ -1312,18 +1306,17 @@ void alien_move(object *alien)
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if ((alien->flags & FL_LEAVESECTOR) ||
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(alien->classDef == CD_DRONE) ||
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(alien->classDef == CD_ASTEROID2) ||
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(alien->owner == anEnemy->owner) ||
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(alien->owner->owner == anEnemy->owner) ||
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(anEnemy->shield < 1))
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(alien->owner == aliens[i].owner) ||
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(alien->owner->owner == aliens[i].owner) ||
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(aliens[i].shield < 1))
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{
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anEnemy++;
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continue;
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}
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if (collision(alien, anEnemy))
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if (collision(alien, &aliens[i]))
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{
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if ((anEnemy->classDef == CD_BARRIER) &&
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(anEnemy->owner != alien))
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if ((aliens[i].classDef == CD_BARRIER) &&
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(aliens[i].owner != alien))
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{
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alien->shield--;
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alien->hit = 3;
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@ -1332,8 +1325,6 @@ void alien_move(object *alien)
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audio_playSound(SFX_HIT, alien->x);
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}
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}
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anEnemy++;
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}
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}
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@ -209,82 +209,6 @@ char checkPlayerShockDamage(float x, float y)
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return 0;
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}
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/*
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Fill in later...
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*/
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void fireRay(object *attacker)
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{
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SDL_Rect ray;
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if (attacker->face == 0)
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{
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ray.x = (int)(attacker->x + attacker->image[0]->w);
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}
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else
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{
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ray.x = (int)(attacker->x - 800);
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}
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ray.y = (int)(attacker->y + attacker->engineY - 1);
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ray.h = 3;
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ray.w = 800;
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int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
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SDL_FillRect(screen, &ray, red);
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addBuffer(ray.x, ray.y, ray.w, ray.h);
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if (attacker != &player)
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{
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if (player.shield > 0)
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{
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if (collision(player.x, player.y, player.image[0]->w,
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player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
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(!engine.cheatShield))
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{
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if (player.shield > engine.lowShield)
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{
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if (player.shield - 1 <= engine.lowShield)
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{
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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}
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}
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player.shield--;
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addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
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audio_playSound(SFX_HIT, player.x);
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if (player.shield < 1)
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{
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audio_playSound(SFX_DEATH, player.x);
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audio_playSound(SFX_EXPLOSION, player.x);
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}
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}
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}
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}
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object *anEnemy = aliens;
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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if (anEnemy->flags & FL_IMMORTAL)
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continue;
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if ((anEnemy->shield > 0) && (attacker != anEnemy) &&
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(attacker->classDef != anEnemy->classDef))
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{
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if (collision(anEnemy->x, anEnemy->y, anEnemy->image[0]->w,
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anEnemy->image[0]->h, ray.x, ray.y, ray.w, ray.h))
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{
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alien_hurt(anEnemy, attacker->owner, 1, false);
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}
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}
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anEnemy++;
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}
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attacker->ammo[0]--;
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if (attacker->ammo[0] < 1)
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attacker->flags &= ~FL_FIRERAY;
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}
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/*
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This handles active bullets in a linked list. The current bullet and
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previous bullet pointers are first assigned to the main header bullet
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@ -22,7 +22,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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void bullet_add(object *theWeapon, object *attacker, int y, int dy);
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extern char checkPlayerShockDamage(float x, float y);
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extern void fireRay(object *attacker);
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extern void doBullets();
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#endif
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@ -784,7 +784,7 @@ int mainGameLoop()
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if (alien->flags & FL_FIRERAY)
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{
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fireRay(alien);
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ship_fireRay(alien);
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}
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else
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{
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72
src/ship.cpp
72
src/ship.cpp
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@ -110,3 +110,75 @@ void ship_fireBullet(object *ship, int weaponType)
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}
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}
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}
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/*
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Fill in later...
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*/
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void ship_fireRay(object *ship)
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{
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SDL_Rect ray;
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if (ship->face == 0)
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{
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ray.x = (int)(ship->x + ship->image[0]->w);
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}
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else
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{
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ray.x = (int)(ship->x - 800);
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}
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ray.y = (int)(ship->y + ship->engineY - 1);
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ray.h = 3;
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ray.w = 800;
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int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
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SDL_FillRect(screen, &ray, red);
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addBuffer(ray.x, ray.y, ray.w, ray.h);
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if (ship != &player)
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{
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if (player.shield > 0)
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{
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if (collision(player.x, player.y, player.image[0]->w,
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player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
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(!engine.cheatShield))
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{
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if (player.shield > engine.lowShield)
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{
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if (player.shield - 1 <= engine.lowShield)
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{
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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}
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}
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player.shield--;
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addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
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audio_playSound(SFX_HIT, player.x);
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if (player.shield < 1)
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{
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audio_playSound(SFX_DEATH, player.x);
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audio_playSound(SFX_EXPLOSION, player.x);
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}
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}
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}
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}
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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if (aliens[i].flags & FL_IMMORTAL)
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continue;
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if ((aliens[i].shield > 0) && (ship != &aliens[i]) &&
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(ship->classDef != aliens[i].classDef))
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{
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if (collision(aliens[i].x, aliens[i].y, aliens[i].image[0]->w,
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aliens[i].image[0]->h, ray.x, ray.y, ray.w, ray.h))
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{
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alien_hurt(&aliens[i], ship->owner, 1, false);
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}
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}
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}
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ship->ammo[0]--;
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if (ship->ammo[0] < 1)
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ship->flags &= ~FL_FIRERAY;
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}
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@ -19,5 +19,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define SHIP_H
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void ship_fireBullet(object *ship, int weaponType);
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void ship_fireRay(object *ship);
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#endif
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