[Fix] Bug with unlimited range turret bolts.
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bbc46d0eef
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@ -1098,7 +1098,7 @@ void pilots_render(void) {
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int i;
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int i;
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for(i = 1; i < pilot_nstack; i++)
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for(i = 1; i < pilot_nstack; i++)
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/* Skip the player. */
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/* Skip the player. */
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if(pilot_stack[i]->render)
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if(pilot_stack[i]->render != NULL)
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pilot_stack[i]->render(pilot_stack[i]);
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pilot_stack[i]->render(pilot_stack[i]);
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}
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}
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@ -127,9 +127,10 @@ static void think_seeker(Weapon* w, const double dt) {
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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}
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}
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/* ======================================================== */
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/* ========================================================
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/* Smart seeker brain. Much better at homing. */
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* Smart seeker brain. Much better at homing.
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/* ======================================================== */
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* ========================================================
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*/
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static void think_smart(Weapon* w, const double dt) {
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static void think_smart(Weapon* w, const double dt) {
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Vec2 sv, tv;
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Vec2 sv, tv;
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double t;
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double t;
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@ -378,7 +379,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
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if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
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vectcpy(&v, vel);
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vectcpy(&v, vel);
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vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
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vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
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w->timer += outfit->u.blt.range / outfit->u.blt.speed;
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w->timer = outfit->u.blt.range / outfit->u.blt.speed;
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w->solid = solid_create(mass, rdir, pos, &v);
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w->solid = solid_create(mass, rdir, pos, &v);
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w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
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w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->pos.x, w->solid->pos.y,
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