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Fix names
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@ -69,7 +69,7 @@
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/**
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Speed of rocket projectile, in squares per second.
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*/
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#define SFG_ROCKET_SPEED 15
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#define SFG_FIREBALL_SPEED 15
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/**
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Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
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23
main.c
23
main.c
@ -110,7 +110,7 @@ void SFG_init();
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#define SFG_WEAPON_KNIFE 0
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#define SFG_WEAPON_SHOTGUN 1
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#define SFG_WEAPON_MACHINE_GUN 2
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#define SFG_WEAPON_ROCKER_LAUNCHER 3
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#define SFG_WEAPON_ROCKET_LAUNCHER 3
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#define SFG_WEAPON_PLASMAGUN 4
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#define SFG_WEAPONS_TOTAL 5
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@ -157,11 +157,11 @@ void SFG_init();
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#define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
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#endif
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#define SFG_ROCKER_MOVE_UNITS_PER_FRAME \
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((SFG_ROCKET_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
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#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME \
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((SFG_FIREBALL_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
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#if SFG_ROCKER_MOVE_UNITS_PER_FRAME == 0
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#define SFG_ROCKER_MOVE_UNITS_PER_FRAME 1
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#if SFG_FIREBALL_MOVE_UNITS_PER_FRAME == 0
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#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME 1
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#endif
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
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@ -1188,10 +1188,10 @@ uint8_t SFG_launchProjectile(
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p.position[2] = shootFromHeight;
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p.direction[0] =
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(direction.x * SFG_ROCKER_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
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(direction.x * SFG_FIREBALL_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
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p.direction[1] =
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(direction.y * SFG_ROCKER_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
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(direction.y * SFG_FIREBALL_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
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p.direction[2] = verticalSpeed;
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@ -1234,7 +1234,8 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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dir = RCL_normalize(dir);
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SFG_launchProjectile(
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SFG_PROJECTILE_FIREBALL,
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type != SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT ?
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SFG_PROJECTILE_FIREBALL : SFG_PROJECTILE_PLASMA,
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pos,
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
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@ -1577,15 +1578,15 @@ void SFG_gameStep()
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{
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// fire
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if (SFG_player.weapon == SFG_WEAPON_ROCKER_LAUNCHER ||
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if (SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER ||
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SFG_player.weapon == SFG_WEAPON_PLASMAGUN)
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SFG_launchProjectile(
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SFG_player.weapon == SFG_WEAPON_ROCKER_LAUNCHER ?
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SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER ?
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SFG_PROJECTILE_FIREBALL : SFG_PROJECTILE_PLASMA,
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SFG_player.camera.position,
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SFG_player.camera.height,
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RCL_angleToDirection(SFG_player.camera.direction),
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(SFG_player.camera.shear * SFG_ROCKER_MOVE_UNITS_PER_FRAME) /
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(SFG_player.camera.shear * SFG_FIREBALL_MOVE_UNITS_PER_FRAME) /
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SFG_CAMERA_MAX_SHEAR_PIXELS,
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SFG_ELEMENT_COLLISION_DISTANCE + RCL_CAMERA_COLL_RADIUS
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);
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