Centralized mission failure logic.
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1f62eb2564
commit
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@ -79,8 +79,6 @@ void doObjectives(void)
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if (objectiveFailed)
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if (objectiveFailed)
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{
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{
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failMission();
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failMission();
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failIncompleteObjectives();
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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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@ -132,10 +132,7 @@ void doPlayer(void)
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{
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{
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if (!battle.epic)
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if (!battle.epic)
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{
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{
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failIncompleteObjectives();
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failMission();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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}
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}
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else if (player->health == -FPS)
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else if (player->health == -FPS)
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{
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{
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@ -171,10 +168,7 @@ void initPlayerSelect(void)
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{
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{
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battle.epic = 0;
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battle.epic = 0;
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failIncompleteObjectives();
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failMission();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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}
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}
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}
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}
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@ -33,6 +33,7 @@ extern int getDistance(int x1, int y1, int x2, int y2);
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extern void failIncompleteObjectives(void);
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extern void failIncompleteObjectives(void);
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extern void addHudMessage(SDL_Color c, char *format, ...);
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extern void addHudMessage(SDL_Color c, char *format, ...);
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extern int mod(int n, int x);
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extern int mod(int n, int x);
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extern void failMission(void);
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extern App app;
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extern App app;
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extern Battle battle;
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extern Battle battle;
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@ -39,6 +39,7 @@ extern Entity *spawnWaypoint(void);
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extern void activateNextWaypoint(void);
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extern void activateNextWaypoint(void);
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extern void selectWidget(const char *name, const char *group);
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extern void selectWidget(const char *name, const char *group);
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extern Entity *spawnExtractionPoint(void);
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extern Entity *spawnExtractionPoint(void);
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extern void failIncompleteObjectives(void);
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extern Battle battle;
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extern Battle battle;
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extern Entity *player;
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extern Entity *player;
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