Made it possible to hit the Uranus boss via its wings.
The idea is clearly supposed to be breaking the boss in two and then destroying the halves, so it makes no sense for the wings you break off to also act as shields, which they did. Pretty much all this did was cause a lot of shots to be wasted.
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@ -662,7 +662,7 @@ void alien_defs_init()
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alien_defs[CD_URANUSBOSSWING1].collectChance = 100;
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alien_defs[CD_URANUSBOSSWING1].collectType = P_ANYTHING;
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alien_defs[CD_URANUSBOSSWING1].collectValue = 250;
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alien_defs[CD_URANUSBOSSWING1].flags = FL_WEAPCO | FL_IMMORTAL;
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alien_defs[CD_URANUSBOSSWING1].flags = FL_WEAPCO | FL_IMMORTAL | FL_DAMAGEOWNER;
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// Uranus Boss Wing 2
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alien_defs[CD_URANUSBOSSWING2].classDef = CD_URANUSBOSSWING2;
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@ -679,7 +679,7 @@ void alien_defs_init()
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alien_defs[CD_URANUSBOSSWING2].collectChance = 100;
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alien_defs[CD_URANUSBOSSWING2].collectType = P_ANYTHING;
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alien_defs[CD_URANUSBOSSWING2].collectValue = 250;
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alien_defs[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL;
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alien_defs[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL | FL_DAMAGEOWNER;
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}
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void aliens_init()
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@ -1635,7 +1635,7 @@ void alien_hurt(object *alien, object *attacker, int damage, bool ion)
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alien->shield -= damage;
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// Chain reaction damage if needed
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if (alien->flags & FL_DAMAGEOWNER)
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if ((alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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{
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alien_hurt(alien->owner, attacker, damage, ion);
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}
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@ -554,6 +554,13 @@ static void game_doBullets()
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aliens[i].hit = 5;
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}
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else if (aliens[i].flags & FL_DAMAGEOWNER)
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{
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alien_hurt(aliens[i].owner, bullet->owner,
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bullet->damage, (bullet->flags & WF_DISABLE));
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aliens[i].owner->hit = 5;
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}
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if (bullet->id == WT_CHARGER)
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{
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@ -944,7 +944,8 @@ int intermission()
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}
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}
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
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engine.keyState[KEY_FIRE] = 0;
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engine.keyState[KEY_ALTFIRE] = 0;
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intermission_doCursor();
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delayFrame();
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