Some tweaks.
Mostly to the charge cannon, but also to Kline.
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@ -364,8 +364,7 @@ static void alien_destroy(object *alien, object *attacker)
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{
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setRadioMessage(FACE_KLINE, "It was an honor... to have fought you...", 1);
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alien->dx = alien->dy = 0;
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alien->maxShield = 2000;
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alien->shield = -200;
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alien->shield = -150;
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}
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}
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@ -531,7 +530,9 @@ void doBullets()
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if (bullet->id == WT_CHARGER)
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{
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for (int i = 0 ; i < bullet->damage * 2 ; i++)
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blit(bullet->image[0], (int)(bullet->x - rrand(-(bullet->damage * 2 / 3), 0)), (int)(bullet->y + rrand(-3, 3)));
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blit(bullet->image[0],
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(int)(bullet->x - rrand(-(bullet->damage * 2 / 3), 0)),
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(int)(bullet->y + rrand(-3, 3)));
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}
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blit(bullet->image[0], (int)bullet->x, (int)bullet->y);
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@ -699,25 +700,25 @@ void doBullets()
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}
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// Check for bullets hitting player
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if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
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if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) ||
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(bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
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{
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if ((bullet->active) && (player.shield > 0) && (collision(bullet, &player)) && (bullet->owner != &player))
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if ((bullet->active) && (player.shield > 0) &&
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(collision(bullet, &player)) && (bullet->owner != &player))
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{
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if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
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{
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if (player.shield > engine.lowShield)
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{
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if (player.shield - bullet->damage <= engine.lowShield)
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{
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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}
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}
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if ((player.shield > engine.lowShield) &&
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(player.shield - bullet->damage <= engine.lowShield))
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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player.shield -= bullet->damage;
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limitInt(&player.shield, 0, player.maxShield);
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player.hit = 5;
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}
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if ((bullet->owner->classDef == CD_PHOEBE) || (bullet->owner->classDef == CD_URSULA))
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if ((bullet->owner->classDef == CD_PHOEBE) ||
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(bullet->owner->classDef == CD_URSULA))
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getPlayerHitMessage(bullet->owner);
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if (bullet->id != WT_CHARGER)
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@ -779,7 +780,8 @@ void doBullets()
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{
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audio_playSound(SFX_EXPLOSION, bullet->x);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(bullet->x + rrand(-35, 35), bullet->y + rrand(-35, 35), E_BIG_EXPLOSION);
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addExplosion(bullet->x + rrand(-35, 35),
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bullet->y + rrand(-35, 35), E_BIG_EXPLOSION);
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if (bullet->flags & WF_TIMEDEXPLOSION)
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if (checkPlayerShockDamage(bullet->x, bullet->y))
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@ -178,7 +178,7 @@ enum {
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W_DIRSHOCKMISSILE
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};
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// Missions
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// Mission types
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enum {
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M_DESTROY_ALL_TARGETS = 1,
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@ -133,8 +133,8 @@ void doPlayer()
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{
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if (!charger_fired)
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{
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limitCharAdd(&player.ammo[1], 1, 0, 200);
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if (player.ammo[1] >= 200)
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limitCharAdd(&player.ammo[1], 1, 0, 150);
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if (player.ammo[1] >= 150)
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{
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fireBullet(&player, 1);
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player.ammo[1] = 0;
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