Fixed cash being made available on interceptions in Nightmare mode.
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@ -77,17 +77,6 @@ void addCollectable(float x, float y, int type, int value, int life)
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if (value == 0)
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if (value == 0)
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return; // don't bother!
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return; // don't bother!
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/*
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No cash, powerups, or ammo on interceptions. Stops point leeching(!)
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*/
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if ((currentGame.area == MAX_MISSIONS - 1) &&
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((type == P_CASH) || (type == P_PLASMA_AMMO) || (type == P_ROCKET) ||
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(type == P_PLASMA_DAMAGE) || (type == P_PLASMA_SHOT) ||
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(type == P_PLASMA_RATE) || (type == P_SUPER)))
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{
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return;
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}
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// If plasma rate is at max, convert plasma rate powerup to ammo.
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// If plasma rate is at max, convert plasma rate powerup to ammo.
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if (type == P_PLASMA_RATE)
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if (type == P_PLASMA_RATE)
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{
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{
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@ -146,6 +135,17 @@ void addCollectable(float x, float y, int type, int value, int life)
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}
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}
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}
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}
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/*
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No cash, powerups, or ammo on interceptions. Stops point leeching(!)
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*/
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if ((currentGame.area == MAX_MISSIONS - 1) &&
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((type == P_CASH) || (type == P_PLASMA_AMMO) || (type == P_ROCKET) ||
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(type == P_PLASMA_DAMAGE) || (type == P_PLASMA_SHOT) ||
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(type == P_PLASMA_RATE) || (type == P_SUPER)))
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{
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return;
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}
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collectables *collectable = new collectables;
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collectables *collectable = new collectables;
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collectable->next = NULL;
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collectable->next = NULL;
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