Fixed failure to display proper powerup messages in Classic difficulty.
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parent
f39fa5cbae
commit
dd4e0b3855
24
src/game.cpp
24
src/game.cpp
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@ -350,6 +350,14 @@ static void game_doCollectables()
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weapons[W_PLAYER_WEAPON].reload[0] = MAX(
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weapons[W_PLAYER_WEAPON].reload[0] = MAX(
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rate2reload[game.maxPlasmaRate],
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rate2reload[game.maxPlasmaRate],
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weapons[W_PLAYER_WEAPON].reload[0] - 2);
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weapons[W_PLAYER_WEAPON].reload[0] - 2);
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if (weapons[W_PLAYER_WEAPON].reload[0] <= rate2reload[game.maxPlasmaRate])
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sprintf(temp, "Firing rate already at maximum");
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else
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{
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weapons[W_PLAYER_WEAPON].reload[0] -= 2;
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sprintf(temp, "Firing rate increased");
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}
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}
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}
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else if ((game.area != MISN_INTERCEPTION) ||
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else if ((game.area != MISN_INTERCEPTION) ||
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(player.ammo[0] > 0))
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(player.ammo[0] > 0))
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@ -379,6 +387,14 @@ static void game_doCollectables()
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player.ammo[0] = MAX(player.ammo[0], 50);
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player.ammo[0] = MAX(player.ammo[0], 50);
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weapons[W_PLAYER_WEAPON].ammo[0] = MIN(
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weapons[W_PLAYER_WEAPON].ammo[0] = MIN(
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game.maxPlasmaOutput, weapons[W_PLAYER_WEAPON].ammo[0] + 1);
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game.maxPlasmaOutput, weapons[W_PLAYER_WEAPON].ammo[0] + 1);
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if (weapons[W_PLAYER_WEAPON].ammo[0] >= game.maxPlasmaOutput)
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sprintf(temp, "Plasma output already at maximum");
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else
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{
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weapons[W_PLAYER_WEAPON].ammo[0]++;
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sprintf(temp, "Plasma output increased");
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}
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}
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}
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else if ((game.area != MISN_INTERCEPTION) ||
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else if ((game.area != MISN_INTERCEPTION) ||
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(player.ammo[0] > 0))
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(player.ammo[0] > 0))
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@ -408,6 +424,14 @@ static void game_doCollectables()
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player.ammo[0] = MAX(player.ammo[0], 50);
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player.ammo[0] = MAX(player.ammo[0], 50);
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weapons[W_PLAYER_WEAPON].damage = MIN(
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weapons[W_PLAYER_WEAPON].damage = MIN(
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game.maxPlasmaDamage, weapons[W_PLAYER_WEAPON].damage + 1);
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game.maxPlasmaDamage, weapons[W_PLAYER_WEAPON].damage + 1);
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if (weapons[W_PLAYER_WEAPON].damage >= game.maxPlasmaDamage)
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sprintf(temp, "Plasma damage already at maximum");
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else
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{
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weapons[W_PLAYER_WEAPON].damage++;
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sprintf(temp, "Plasma damage increased");
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}
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}
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}
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else if ((game.area != MISN_INTERCEPTION) ||
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else if ((game.area != MISN_INTERCEPTION) ||
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(player.ammo[0] > 0))
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(player.ammo[0] > 0))
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