More cleanup
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a52ce7a927
commit
fff8d87dcc
3 changed files with 39 additions and 29 deletions
src
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@ -114,7 +114,7 @@ global int NoWarningMissileType; /// quiet ident lookup.
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local Missile* GlobalMissiles[MAX_MISSILES]; /// all global missiles on map
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local int NumGlobalMissiles; /// currently used missiles
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local Missile* LocalMissiles[MAX_MISSILES*8]; /// all local missiles on map
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local Missile* LocalMissiles[MAX_MISSILES * 8]; /// all local missiles on map
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local int NumLocalMissiles; /// currently used missiles
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#ifdef DOXYGEN // no real code, only for document
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@ -222,7 +222,7 @@ global MissileType* NewMissileTypeSlot(char* ident)
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// Rehash.
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//
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for (i = 0; i < NumMissileTypes; ++i) {
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*(MissileType**)hash_add(MissileTypeHash,MissileTypes[i].Ident) = &MissileTypes[i];
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*(MissileType**)hash_add(MissileTypeHash, MissileTypes[i].Ident) = &MissileTypes[i];
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}
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mtype->CanHitOwner = 0; // defaults
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@ -326,7 +326,7 @@ local Missile* InitMissile(Missile* missile, MissileType* mtype, int sx,
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**
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** @return created missile.
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*/
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global Missile* MakeMissile(MissileType* mtype,int sx,int sy,int dx,int dy)
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global Missile* MakeMissile(MissileType* mtype, int sx, int sy, int dx, int dy)
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{
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Missile* missile;
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@ -801,7 +801,7 @@ local void MissileNewHeadingFromXY(Missile* missile, int dx, int dy)
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nextdir = 256 / missile->Type->NumDirections;
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dir = ((DirectionToHeading(dx, dy) + nextdir / 2) & 0xFF) / nextdir;
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if (dir <= LookingS / nextdir ) { // north->east->south
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if (dir <= LookingS / nextdir) { // north->east->south
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missile->SpriteFrame += dir;
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} else {
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missile->SpriteFrame += 256 / nextdir - dir;
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@ -1033,7 +1033,7 @@ local int ParabolicMissile(Missile* missile)
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// Move missile
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//
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if (missile->Dy == 0) { // horizontal line
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for (i = 0; i<missile->Type->Speed; ++i) {
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for (i = 0; i < missile->Type->Speed; ++i) {
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if (missile->X == missile->DX) {
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return 1;
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}
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@ -1172,7 +1172,7 @@ global void MissileHit(Missile* missile)
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x /= TileSizeX;
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y /= TileSizeY;
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if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height ) {
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if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height) {
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// FIXME: this should handled by caller?
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DebugLevel0Fn("Missile gone outside of map!\n");
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return; // outside the map.
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@ -1217,7 +1217,7 @@ global void MissileHit(Missile* missile)
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// We are attacking the nearest field of the unit
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if (x < goal->X || y < goal->Y ||
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x >= goal->X + goal->Type->TileWidth ||
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y >= goal->Y + goal->Type->TileHeight ) {
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y >= goal->Y + goal->Type->TileHeight) {
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MissileHitsGoal(missile, goal, 2);
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} else {
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MissileHitsGoal(missile, goal, 1);
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@ -1458,8 +1458,8 @@ global void SaveMissileTypes(CLFile* file)
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char** sp;
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int i;
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CLprintf(file,"\n;;; -----------------------------------------\n");
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CLprintf(file,";;; MODULE: missile-types $Id$\n\n");
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CLprintf(file, "\n;;; -----------------------------------------\n");
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CLprintf(file, ";;; MODULE: missile-types $Id$\n\n");
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//
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// Original number to internal missile-type name.
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@ -1483,7 +1483,7 @@ global void SaveMissileTypes(CLFile* file)
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}
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CLprintf(file, " 'size '(%d %d)", mtype->Width, mtype->Height);
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if (mtype->Sprite) {
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CLprintf(file," 'frames %d", mtype->SpriteFrames);
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CLprintf(file, " 'frames %d", mtype->SpriteFrames);
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}
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CLprintf(file, "\n 'num-directions %d", mtype->NumDirections);
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CLprintf(file, "\n ");
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@ -1524,8 +1524,8 @@ local void SaveMissile(const Missile* missile,CLFile* file)
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CLprintf(file, "(missile 'type '%s",missile->Type->Ident);
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CLprintf(file, " 'pos '(%d %d) 'goal '(%d %d)",
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missile->X, missile->Y, missile->DX, missile->DY);
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CLprintf(file," '%s", missile->Local ? "local" : "global");
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CLprintf(file,"\n 'frame %d 'state %d 'wait %d 'delay %d\n ",
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CLprintf(file, " '%s", missile->Local ? "local" : "global");
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CLprintf(file, "\n 'frame %d 'state %d 'wait %d 'delay %d\n ",
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missile->SpriteFrame, missile->State, missile->Wait, missile->Delay);
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if (missile->SourceUnit) {
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CLprintf(file, " 'source '%s", s1 = UnitReference(missile->SourceUnit));
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@ -1553,8 +1553,8 @@ global void SaveMissiles(CLFile* file)
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{
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Missile* const* missiles;
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CLprintf(file,"\n;;; -----------------------------------------\n");
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CLprintf(file,";;; MODULE: missiles $Id$\n\n");
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CLprintf(file, "\n;;; -----------------------------------------\n");
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CLprintf(file, ";;; MODULE: missiles $Id$\n\n");
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for (missiles = GlobalMissiles; *missiles; ++missiles) {
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SaveMissile(*missiles, file);
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@ -1780,6 +1780,11 @@ void MissileActionPointToPoint3Bounces(Missile* missile)
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}
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}
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/**
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** FIXME: docu
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**
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** @param missile pointer to missile
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*/
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void MissileActionCycleOnce(Missile* missile)
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{
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int neg;
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@ -1815,7 +1820,7 @@ void MissileActionCycleOnce(Missile* missile)
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/*
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** Missile flies from x,y to x1,y1 than shows hit animation.
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**
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**
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** @param missile pointer to missile
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*/
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void MissileActionPointToPointWithHit(Missile* missile)
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@ -1865,6 +1870,11 @@ void MissileActionFire(Missile* missile)
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}
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}
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/**
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** FIXME: docu
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**
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** @param missile pointer to missile
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*/
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void MissileActionHit(Missile* missile)
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{
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if (PointToPointMissile(missile)) {
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@ -1874,7 +1884,7 @@ void MissileActionHit(Missile* missile)
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}
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/*
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** Missile flies from x,y to x1,y1 using a parabolic path
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** Missile flies from x,y to x1,y1 using a parabolic path
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**
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** @param missile pointer to missile
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*/
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@ -1951,7 +1961,7 @@ global void SpellDeathCoilController(Missile *missile)
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&& missile->TargetUnit->HP) {
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if (missile->TargetUnit->HP <= 50) {// 50 should be parametrable
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source->Player->Score += missile->TargetUnit->Type->Points;
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if( missile->TargetUnit->Type->Building) {
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if (missile->TargetUnit->Type->Building) {
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source->Player->TotalRazings++;
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} else {
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source->Player->TotalKills++;
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@ -2003,9 +2013,9 @@ global void SpellDeathCoilController(Missile *missile)
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if (IsEnemy(source->Player, table[i]) && table[i]->Type->Organic != 0) {
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// disperse damage between them
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//NOTE: 1 is the minimal damage
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if (table[i]->HP <= 50 / ec ) {
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if (table[i]->HP <= 50 / ec) {
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source->Player->Score += table[i]->Type->Points;
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if( table[i]->Type->Building ) {
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if (table[i]->Type->Building) {
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source->Player->TotalRazings++;
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} else {
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source->Player->TotalKills++;
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@ -2189,13 +2199,13 @@ global void SpellWhirlwindController(Missile *missile)
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n = SelectUnits(x - 1, y - 1, x + 1, y + 1, table);
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DebugLevel3Fn("Damage on %d,%d-%d,%d = %d\n" _C_ x-1 _C_ y-1 _C_ x+1 _C_ y+1 _C_ n);
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for (i = 0; i < n; ++i) {
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if( (table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
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if ((table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
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HitUnit(missile->SourceUnit,table[i], WHIRLWIND_DAMAGE2); // should be in missile
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}
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}
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}
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DebugLevel3Fn( "Whirlwind: %d, %d, TTL: %d\n" _C_
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missile->X _C_ missile->Y _C_ missile->TTL );
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DebugLevel3Fn("Whirlwind: %d, %d, TTL: %d\n" _C_
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missile->X _C_ missile->Y _C_ missile->TTL);
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//
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// Changes direction every 3 seconds (approx.)
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@ -2212,8 +2222,8 @@ global void SpellWhirlwindController(Missile *missile)
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missile->DX = nx * TileSizeX + TileSizeX / 2;
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missile->DY = ny * TileSizeY + TileSizeY / 2;
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missile->State=0;
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DebugLevel3Fn( "Whirlwind new direction: %d, %d, TTL: %d\n" _C_
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missile->X _C_ missile->Y _C_ missile->TTL );
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DebugLevel3Fn("Whirlwind new direction: %d, %d, TTL: %d\n" _C_
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missile->X _C_ missile->Y _C_ missile->TTL);
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}
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}
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@ -459,7 +459,7 @@ global void DrawButtonPanel(void)
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switch (buttons[i].Action) {
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case ButtonMove:
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for (j = 0; j < NumSelected; ++j) {
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if (Selected[j]->Orders[0].Action!=UnitActionMove &&
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if (Selected[j]->Orders[0].Action != UnitActionMove &&
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Selected[j]->Orders[0].Action != UnitActionBuild &&
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Selected[j]->Orders[0].Action != UnitActionFollow) {
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break;
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@ -524,9 +524,7 @@ global void DrawButtonPanel(void)
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stats->Costs[WoodCost]);
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SetCosts(0, UnitTypes[v]->Demand, stats->Costs);
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break;
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//case ButtonUpgrade:
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case ButtonResearch:
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SetCosts(0, 0, Upgrades[v].Costs);
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break;
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@ -845,8 +843,10 @@ global void UpdateButtonPanel(void)
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MustRedraw |= RedrawButtonPanel;
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}
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/*
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/**
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** Handle bottom button clicked.
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**
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** @param button Button that was clicked.
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*/
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global void DoButtonButtonClicked(int button)
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{
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@ -955,7 +955,7 @@ local SCM CclDefineAnimations(SCM list)
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i = gh_scm2int(gh_vector_ref(gh_car(value), gh_int2scm(3)));
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t->Frame = i - frame;
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frame = i;
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if (t->Flags&AnimationRestart) {
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if (t->Flags & AnimationRestart) {
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frame = 0;
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}
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++t;
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