More cleanup
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@ -79,8 +79,11 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define MAX_HOMING 20
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#define MAX_DOUBLE_HOMING (game.difficulty != DIFFICULTY_ORIGINAL ? 15 : 10)
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#define MAX_MICRO_HOMING 10
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#define RAY_INTERVAL 250
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#define RAY_DAMAGE_DELAY 5
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#define WARP_SPEED MAX(12, 3 * screen->w / 200)
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#define ALIEN_WARP_SPEED MIN(-15, -3 * screen->w / 160)
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#define ALIEN_WARP_ACCEL (game.difficulty == DIFFICULTY_ORIGINAL ? -15: -0.5)
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#define PIXFONT_LINE_HEIGHT 16
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#define PIXFONT_W 8
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12
src/game.c
12
src/game.c
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@ -1070,7 +1070,7 @@ static void game_doAliens()
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// specified -15 as the *maximum* instead of the
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// *minimum*, which at the time was equivalent to
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// ``aliens[i].dx = -15``.
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LIMIT_ADD(aliens[i].dx, -0.5, -15, 0);
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LIMIT_ADD(aliens[i].dx, ALIEN_WARP_ACCEL, ALIEN_WARP_SPEED, 0);
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aliens[i].dy = 0;
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aliens[i].thinktime = 999;
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aliens[i].face = 0;
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@ -1163,11 +1163,11 @@ static void game_doAliens()
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{
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aliens[i].flags += FL_FIRELASER;
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}
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// XXX: This ammo check only seems to work for ammo[0],
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// not ammo[1], thus necessitating using ammo[0] instead of
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// ammo[j]. Should be investigated in the future.
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// Note: ammo[0] is required whether the ray is primary
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// or secondary because futher below, ammo[0] increases on
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// any alien that isn't currently firing a ray.
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else if ((aliens[i].weaponType[j] == W_ENERGYRAY) &&
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(aliens[i].ammo[0] >= 250))
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(aliens[i].ammo[0] >= RAY_INTERVAL))
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{
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aliens[i].flags += FL_FIRERAY;
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audio_playSound(SFX_ENERGYRAY, aliens[i].x, aliens[i].y);
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@ -1182,7 +1182,7 @@ static void game_doAliens()
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}
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else
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{
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LIMIT_ADD(aliens[i].ammo[0], 1, 0, 250);
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LIMIT_ADD(aliens[i].ammo[0], 1, 0, RAY_INTERVAL);
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}
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if (aliens[i].flags & FL_FIRELASER)
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