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@ -358,7 +358,6 @@
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#define SFG_CEILING_MAX_HEIGHT\
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(16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
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#define SFG_DOOR_DEFAULT_STATE 0x1f
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#define SFG_DOOR_UP_DOWN_MASK 0x20
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#define SFG_DOOR_LOCK(doorRecord) ((doorRecord) >> 6)
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#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
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@ -459,10 +458,10 @@
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uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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{
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/* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,61,2),
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,165,170,3),
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,90,170,3),
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/* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,55,92,1),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,75,255,3),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,56,92,1),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,128,255,3),
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/* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0),
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/* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1)
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};
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@ -513,7 +512,7 @@ uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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{
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1400), // DPS: 11.4
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700), // DPS: 11.4
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850), // DPS: 28.2
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/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,550), // DPS: 32.7
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2
game.h
2
game.h
@ -1497,7 +1497,7 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
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d->coords[0] = i;
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d->coords[1] = j;
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d->state = SFG_DOOR_DEFAULT_STATE;
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d->state = 0x00;
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SFG_currentLevel.doorRecordCount++;
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}
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@ -28,14 +28,13 @@
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#define SFG_LOG(str) puts(str);
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// #define SFG_START_LEVEL 6
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#define SFG_IMMORTAL 1
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// #define SFG_IMMORTAL 1
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#define SFG_UNLOCK_DOOR 1
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// #define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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// #define SFG_SCREEN_RESOLUTION_X 80
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// #define SFG_SCREEN_RESOLUTION_Y 64
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#define SFG_SIMPLE_MENU 1
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/*
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SDL is easier to play thanks to nice controls, so make the player take full
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