Merge branch 'dev'
This commit is contained in:
commit
0e45699035
@ -78,7 +78,7 @@ void opt_menuKeybinds(void) {
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snprintf(str[j], 64, "%s <ja%d>", keybindNames[j], key);
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snprintf(str[j], 64, "%s <ja%d>", keybindNames[j], key);
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break;
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break;
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default:
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default:
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snprintf(str[j], 64, keybindNames[j]);
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snprintf(str[j], 64, "%s", keybindNames[j]);
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break;
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break;
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}
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}
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}
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}
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17
src/pause.c
17
src/pause.c
@ -65,12 +65,6 @@ static void pilot_pause(void) {
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pilot_stack[i]->tcontrol -= t;
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pilot_stack[i]->tcontrol -= t;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] -= t;
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pilot_stack[i]->timer[j] -= t;
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/* Pause outfits. */
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer -= t;
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}
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}
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}
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}
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}
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@ -84,12 +78,6 @@ static void pilot_unpause(void) {
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pilot_stack[i]->tcontrol += t;
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pilot_stack[i]->tcontrol += t;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] += t;
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pilot_stack[i]->timer[j] += t;
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/* Pause outfits. */
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer += t;
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}
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}
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}
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}
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}
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@ -101,11 +89,6 @@ static void pilot_delay(unsigned int delay) {
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pilot_stack[i]->tcontrol += delay;
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pilot_stack[i]->tcontrol += delay;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] += delay;
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pilot_stack[i]->timer[j] += delay;
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer += delay;
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}
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}
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}
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}
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}
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19
src/pilot.c
19
src/pilot.c
@ -307,14 +307,8 @@ void pilot_shootStop(Pilot* p, const int secondary) {
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* @param t Pilot's target.
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* @param t Pilot's target.
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*/
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*/
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) {
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) {
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int quantity, delay;
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/* WElll... Trying to shoot when you have no ammo?? FUUU */
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quantity = pilot_oquantity(p,w);
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delay = outfit_delay(w->outfit);
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/* Check to see if weapon is ready. */
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/* Check to see if weapon is ready. */
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if((w->timer > 0) &&
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if(w->timer > 0.)
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(SDL_GetTicks() - w->timer) < (unsigned int)(delay/quantity))
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return;
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return;
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/* Regular bolt weapons. */
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/* Regular bolt weapons. */
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if(outfit_isBolt(w->outfit)) {
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if(outfit_isBolt(w->outfit)) {
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@ -383,8 +377,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) {
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WARN("Shooting unknown weapon type: %s", w->outfit->name);
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WARN("Shooting unknown weapon type: %s", w->outfit->name);
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}
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}
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/* Update the weapon last used timer. */
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w->timer += ((double)outfit_delay(w->outfit) / (double)w->quantity)/1000.;
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w->timer = SDL_GetTicks();
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}
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}
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/**
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/**
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@ -719,6 +712,7 @@ static void pilot_update(Pilot* pilot, const double dt) {
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unsigned int t, l;
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unsigned int t, l;
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double a, px, py, vx, vy;
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double a, px, py, vx, vy;
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char buf[16];
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char buf[16];
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PilotOutfit* o;
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/* She's dead D: */
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/* She's dead D: */
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if(pilot_isFlag(pilot, PILOT_DEAD)) {
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if(pilot_isFlag(pilot, PILOT_DEAD)) {
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@ -838,6 +832,13 @@ static void pilot_update(Pilot* pilot, const double dt) {
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} else /* Normal limit. */
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} else /* Normal limit. */
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limit_speed(&pilot->solid->vel, pilot->speed, dt);
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limit_speed(&pilot->solid->vel, pilot->speed, dt);
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}
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}
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/* Update outfits. */
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for(i = 0; i < pilot->noutfits; i++) {
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o = &pilot->outfits[i];
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if(o->timer > 0.)
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o->timer -= dt;
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}
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}
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}
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/* Pilot is getting ready or is in, hyperspace. */
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/* Pilot is getting ready or is in, hyperspace. */
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@ -89,7 +89,7 @@ typedef struct PilotOutfit_ {
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int quantity; /**< Number of outfits of this type that the pilot has. */
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int quantity; /**< Number of outfits of this type that the pilot has. */
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PilotOutfitState state; /**< State of the outfit. */
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PilotOutfitState state; /**< State of the outfit. */
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int beamid; /**< ID of the beam used in this outfit, only for beams. */
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int beamid; /**< ID of the beam used in this outfit, only for beams. */
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unsigned int timer; /**< Used to store last used weapon time. */
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double timer; /**< Used to store last used weapon time. */
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} PilotOutfit;
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} PilotOutfit;
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/**
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/**
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@ -1046,8 +1046,7 @@ void player_renderGUI(double dt) {
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delay = outfit_delay(player->secondary->outfit);
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delay = outfit_delay(player->secondary->outfit);
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/* Check to see if weapon is ready. */
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/* Check to see if weapon is ready. */
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if((player->secondary->timer > 0) &&
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if(player->secondary->timer > 0.)
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(SDL_GetTicks() - player->secondary->timer) < (unsigned int)(delay/quantity))
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c = &cGrey;
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c = &cGrey;
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else
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else
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c = &cConsole;
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c = &cConsole;
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