Simplify bullet code even more.
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7a59631189
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@ -187,30 +187,19 @@ void fireBullet(object *attacker, int weaponType)
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}
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}
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else
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else
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{
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{
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switch (theWeapon->ammo[0])
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if(theWeapon->ammo[0] & 1)
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addBullet(theWeapon, attacker, y * 3, 0);
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if(theWeapon->ammo[0] >= 2)
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{
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{
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case 1:
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 3, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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break;
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}
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case 2:
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addBullet(theWeapon, attacker, y * 2, 0);
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if(theWeapon->ammo[0] >= 4)
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addBullet(theWeapon, attacker, y * 4, 0);
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{
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break;
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addBullet(theWeapon, attacker, y * 1, 0);
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case 3:
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addBullet(theWeapon, attacker, y * 5, 0);
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 3, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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break;
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case 4:
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addBullet(theWeapon, attacker, y, 0);
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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addBullet(theWeapon, attacker, y * 5, 0);
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break;
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case 5:
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for (int i = 1 ; i < 6; i++)
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addBullet(theWeapon, attacker, y * i, 0);
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break;
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}
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}
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}
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}
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@ -532,7 +521,7 @@ void doBullets()
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addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION);
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addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION);
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}
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}
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if ((bullet->flags & WF_AIMED) || (bullet->flags & WF_SPREAD))
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if ((bullet->flags & WF_AIMED))
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{
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{
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blit(bullet->image[0], (int)(bullet->x - bullet->dx), (int)(bullet->y - bullet->dy));
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blit(bullet->image[0], (int)(bullet->x - bullet->dx), (int)(bullet->y - bullet->dy));
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}
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}
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