Fixed a duplicate variable.
The only effect I noticed was creating asteroid explosions in the wrong places, but it could be that it had far more disasterous results.
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@ -1051,7 +1051,7 @@ void alien_addSmallAsteroid(object *hostAlien)
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return;
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int index = -1;
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int debris = 1 + rand() % 10;
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int debris = RANDRANGE(1, 10);
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for (int i = 0 ; i < debris ; i++)
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bullet_add(&weapon[W_ROCKETS], hostAlien, 0, 0);
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@ -51,24 +51,21 @@ void bullet_add(object *theWeapon, object *attacker, int y, int dy)
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}
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else
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{
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bullet->dx = (0 - theWeapon->speed);
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bullet->dx = -theWeapon->speed;
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}
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if (bullet->flags & WF_VARIABLE_SPEED)
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{
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bullet->dx = RANDRANGE(100, 200);
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bullet->dx /= 10;
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bullet->dx = RANDRANGE(100, 200) / 10;
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if (attacker->face == 1)
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bullet->dx = 0 - bullet->dx;
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bullet->dx = -bullet->dx;
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}
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bullet->dy = dy;
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if (bullet->flags & WF_SCATTER)
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{
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bullet->dy = RANDRANGE(-200, 200);
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if (bullet->dy != 0)
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bullet->dy /= 200;
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bullet->dy = RANDRANGE(-200, 200) / 200;
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}
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if (attacker->flags & FL_WEAPCO)
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@ -1007,8 +1007,10 @@ static void game_doAliens()
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if (aliens[i].classDef == CD_ASTEROID)
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{
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n = 1 + (rand() % 3);
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for (int i = 0 ; i < n ; i++)
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for (int j = 0 ; j < n ; j++)
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{
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alien_addSmallAsteroid(&aliens[i]);
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}
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}
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}
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}
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