Fixed failure to use player_damage for explosions.
Also made one tweak: when shield gets to "low" or "critical", damage delay is reset (so that you get more protection from rays).
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@ -28,6 +28,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "game.h"
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#include "game.h"
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#include "gfx.h"
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#include "gfx.h"
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#include "info.h"
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#include "info.h"
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#include "player.h"
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#include "screen.h"
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#include "screen.h"
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#include "weapons.h"
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#include "weapons.h"
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#include "window.h"
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#include "window.h"
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@ -112,13 +113,19 @@ void player_damage(int amount, int delay)
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{
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{
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info_setLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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info_setLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
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player.shield = engine.lowShield;
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player.shield = engine.lowShield;
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player_damageDelay = 0;
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}
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}
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}
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else if ((oldshield > 1) && (player.shield <= 1))
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else if ((oldshield > 1) && (player.shield <= 1))
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{
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{
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info_setLine("!!! WARNING: SHIELD CRITICAL !!!", FONT_RED);
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info_setLine("!!! WARNING: SHIELD CRITICAL !!!", FONT_RED);
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
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player.shield = 1;
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player.shield = 1;
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player_damageDelay = 0;
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}
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}
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}
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}
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}
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}
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}
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@ -141,9 +148,7 @@ void player_checkShockDamage(float x, float y)
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if (distY >= 1)
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if (distY >= 1)
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distY /= 5;
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distY /= 5;
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player.shield -= (int)(10 - distX);
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player_damage((int)((10 - distX) + (10 - distY)), 0);
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player.shield -= (int)(10 - distY);
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 10;
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player.hit = 10;
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}
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}
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}
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}
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