[Fix] Potential issues with reallocs. Added more comments too.
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										92
									
								
								src/pilot.c
									
									
									
									
									
								
							@ -313,12 +313,14 @@ void pilot_dead(Pilot* p) {
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void pilot_setSecondary(Pilot* p, const char* secondary) {
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  int i;
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  // No need for ammo if there is no secondary.
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  if(secondary == NULL) {
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    p->secondary = NULL;
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    p->ammo = NULL;
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    return;
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  }
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  // Find the secondary and set ammo appropriately.
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  for(i = 0; i < p->noutfits; i++) {
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    if(strcmp(secondary, p->outfits[i].outfit->name)==0) {
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      p->secondary = &p->outfits[i];;
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@ -337,22 +339,37 @@ void pilot_setAmmo(Pilot* p) {
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  int i;
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  char* name;
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  // Only launchers use ammo.
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  if((p->secondary == NULL) || !outfit_isLauncher(p->secondary->outfit)) {
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    p->ammo = NULL;
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    return;
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  }
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  // Find the ammo and set it.
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  name = p->secondary->outfit->u.lau.ammo;
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  for(i = 0; i < p->noutfits; i++)
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    if(strcmp(p->outfits[i].outfit->name, name)==0) {
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      p->ammo = p->outfits + i;
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      p->ammo = &p->outfits[i];
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      return;
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    }
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  // None found, so we assume if doesn't need ammo.
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  p->ammo = NULL;
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}
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// Set the pilots afterburner.
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void pilot_setAfterburner(Pilot* p) {
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  int i;
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  for(i = 0; i < p->noutfits; i++)
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    if(outfit_isAfterburner(p->outfits[i].outfit)) {
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      p->afterburner = &p->outfits[i];
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      return;
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    }
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  p->afterburner = NULL;
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}
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// Render the pilot.
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void pilot_render(Pilot* p) {
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  gl_blitSprite(p->ship->gfx_space,
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@ -365,22 +382,25 @@ static void pilot_update(Pilot* pilot, const double dt) {
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  unsigned int t, l;
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  double a, px, py, vx, vy;
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  // She's dead D:
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  if(pilot_isFlag(pilot, PILOT_DEAD)) {
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    t = SDL_GetTicks();
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    if(t > pilot->ptimer) {
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      if(pilot->id == PLAYER_ID)
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    if(t > pilot->ptimer) { // Completely destroyed with final explosion.
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      if(pilot->id == PLAYER_ID) // Player handled differently.
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        player_destroyed();
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      pilot_setFlag(pilot, PILOT_DELETE); // It'll get deleted next frame.
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      return;
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    }
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    // Final explosion.
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    if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) {
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      spfx_add(spfx_get("ExpL"),
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               VX(pilot->solid->pos), VY(pilot->solid->pos),
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               VX(pilot->solid->vel), VY(pilot->solid->vel), SPFX_LAYER_BACK);
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      pilot_setFlag(pilot, PILOT_EXPLODED);
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    }
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    // Reset random explosion time.
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    else if(t > pilot->timer[1]) {
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      pilot->timer[1] = t +
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          (unsigned int)(100*(double)(pilot->ptimer - pilot->timer[1]) /
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@ -401,7 +421,7 @@ static void pilot_update(Pilot* pilot, const double dt) {
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    }
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  }
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  else if(pilot->armour <= 0.) // PWNED!
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    pilot_dead(pilot);
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    pilot_dead(pilot); // Start death stuff.
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  // Pupose fallthrough to get the movement similar to disabled.
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  if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) {
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@ -410,7 +430,7 @@ static void pilot_update(Pilot* pilot, const double dt) {
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    // Come to a halt slowly.
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    vect_pset(&pilot->solid->vel,
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              VMOD(pilot->solid->vel) * (1. - dt*0.10), VANGLE(pilot->solid->vel));
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    vectnull(&pilot->solid->force);
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    vectnull(&pilot->solid->force); // No more accel.
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    pilot->solid->dir_vel = 0.; // Stop it from turning.
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    // Update the solid.
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@ -421,13 +441,16 @@ static void pilot_update(Pilot* pilot, const double dt) {
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  }
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  // We are still alive.
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  else if(pilot->armour < pilot->armour_max) {
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    // Regen armour.
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    pilot->armour += pilot->armour_regen*dt;
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    pilot->energy += pilot->energy_regen*dt;
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  } else {
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    // And shields.
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    pilot->shield += pilot->shield_regen*dt;
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    pilot->energy += pilot->energy_regen*dt;
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  }
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  // Check limits.
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  if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max;
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  if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max;
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  if(pilot->energy > pilot->energy_max) pilot->energy = pilot->energy_max;
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@ -438,14 +461,16 @@ static void pilot_update(Pilot* pilot, const double dt) {
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                      pilot->ship->gfx_space, pilot->solid->dir);
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  if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { // Limit the speed.
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    // Pilot is afterburning.
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    if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && // Must have enough energy.
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       (player->energy > pilot->afterburner->outfit->u.afb.energy * dt)) {
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      limit_speed(&pilot->solid->vel,
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      limit_speed(&pilot->solid->vel, // Limit is higher.
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                  pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc +
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                  pilot->afterburner->outfit->u.afb.speed_abs, dt);
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    spfx_shake(SHAKE_DECAY/2. * dt); // Shake goes down at half speed.
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    pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; // Energy loss.
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    } else
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    } else // Normal limit.
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      limit_speed(&pilot->solid->vel, pilot->speed, dt);
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  }
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}
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@ -454,8 +479,10 @@ static void pilot_update(Pilot* pilot, const double dt) {
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static void pilot_hyperspace(Pilot* p) {
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  double diff;
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  // Pilot is actually in hyperspace.
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  if(pilot_isFlag(p, PILOT_HYPERSPACE)) {
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    // Pilot is actually in hyperspace.
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    // Has the jump happened?
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    if(SDL_GetTicks() > p->ptimer) {
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      if(p == player) {
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        player_brokeHyperspace();
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@ -463,8 +490,10 @@ static void pilot_hyperspace(Pilot* p) {
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        pilot_setFlag(p, PILOT_DELETE); // Set flag to delete pilot.
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      return;
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    }
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    vect_pset(&p->solid->force, p->thrust * 3., p->solid->dir);
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    // Keep accelerating - hyperspace uses much bigger accel.
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    vect_pset(&p->solid->force, p->thrust * 5., p->solid->dir);
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  }
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  // Engines getting ready for the jump.
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  else if(pilot_isFlag(p, PILOT_HYP_BEGIN)) {
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    if(SDL_GetTicks() > p->ptimer) {
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      // Engines are ready.
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@ -474,12 +503,14 @@ static void pilot_hyperspace(Pilot* p) {
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  } else {
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    // Pilot is getting ready for hyperspace.
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    // Brake.
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    if(VMOD(p->solid->vel) > MIN_VEL_ERR) {
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      diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI);
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      if(ABS(diff) < MAX_DIR_ERR) // Brake.
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      if(ABS(diff) < MAX_DIR_ERR)
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        vect_pset(&p->solid->force, p->thrust, p->solid->dir);
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    } else {
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      // Face target.
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      vectnull(&p->solid->force); // Stop accelerating.
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      // Player should actually face the system she's headed to.
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@ -498,10 +529,11 @@ static void pilot_hyperspace(Pilot* p) {
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int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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  int i, q;
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  char* s;
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  char* osec;
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  q = quantity;
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  // Does outfit already exist?
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  for(i = 0; i < pilot->noutfits; i++)
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    if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
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      pilot->outfits[i].quantity += quantity;
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@ -510,20 +542,27 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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        q -= pilot->outfits[i].quantity - outfit->max;
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        pilot->outfits[i].quantity = outfit->max;
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      }
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      // Recalculate the stats.
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      pilot_calcStats(pilot);
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      return q;
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    }
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  s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
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  // Hacks in case it reallocs.
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  osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
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  // No need for ammo since it's already handled in setSecondary,
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  // since pilot has only one afterburner it's handled at the end.
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  // Grow the outfits.
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  pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit));
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  pilot->outfits[pilot->noutfits].outfit   = outfit;
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  pilot->outfits[pilot->noutfits].quantity  = quantity;
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  // Can't be over max.
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  if(pilot->outfits[pilot->noutfits].quantity > outfit->max) {
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    q -= pilot->outfits[pilot->noutfits].quantity - outfit->max;
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    pilot->outfits[i].quantity = outfit->max;
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  }
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  pilot->outfits[pilot->noutfits].timer   = 0;
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  pilot->outfits[pilot->noutfits].timer = 0; // Reset time.
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  (pilot->noutfits)++;
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  if(outfit_isTurret(outfit))
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@ -531,7 +570,8 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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    pilot_setFlag(pilot, PILOT_HASTURRET);
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  // Hack due to realloc possibility.
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  pilot_setSecondary(pilot, s);
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  pilot_setSecondary(pilot, osec);
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  pilot_setAfterburner(pilot);
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  pilot_calcStats(pilot);
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  return q;
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@ -540,7 +580,7 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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// Remove an outfit from the pilot.
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int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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  int i, q, c;
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  char* s;
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  char* osec;
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  c = (outfit_isMod(outfit)) ? outfit->u.mod.cargo : 0;
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  q = quantity;
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@ -551,11 +591,9 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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      if(pilot->outfits[i].quantity <= 0) {
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        // We didn't actually remove the full amount.
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        q += pilot->outfits[i].quantity;
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        // Hack in case it reallocs - Can happen even when shrinking.
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        s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
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        // Clear it if it's the afterburner.
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        if(&pilot->outfits[i] == pilot->afterburner)
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          pilot->afterburner = NULL;
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        osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
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        // Remove the outfit.
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        memmove(pilot->outfits+i, pilot->outfits+i+1,
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@ -564,7 +602,9 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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        pilot->outfits = realloc(pilot->outfits,
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                                 sizeof(PilotOutfit)*(pilot->noutfits));
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        pilot_setSecondary(pilot, s);
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        // Set secondary and afterburner.
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        pilot_setSecondary(pilot, osec);
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        pilot_setAfterburner(pilot);
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      }
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      pilot_calcStats(pilot); // Recalculate stats.
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      pilot->cargo_free -= c;
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@ -647,10 +687,9 @@ void pilot_calcStats(Pilot* pilot) {
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      // Misc.
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      pilot->cargo_free += o->u.mod.cargo * q;
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    }
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    else if(outfit_isAfterburner(pilot->outfits[i].outfit)) {
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    else if(outfit_isAfterburner(pilot->outfits[i].outfit)) // Set afterburner.
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      // Set the afterburner.
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      pilot->afterburner = &pilot->outfits[i];
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    }
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  }
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  // Give the pilot her health proportion back.
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@ -669,6 +708,7 @@ int pilot_cargoFree(Pilot* p) {
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int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
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  int i, q;
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  // Check if pilot has it first.
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  q = quantity;
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  for(i = 0; i < pilot->ncommodities; i++)
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    if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
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@ -734,15 +774,17 @@ unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity)
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  return pilot->commodities[pilot->ncommodities-1].id;
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}
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// Remove special misssion cargo based on id.
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int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
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  int i;
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  // Check if pilot has it.
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  for(i = 0; i < pilot->ncommodities; i++)
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    if(pilot->commodities[i].id == cargo_id)
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      break;
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  if(i >= pilot->ncommodities)
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    return 1;
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    return 1; // Pilot doesn't have it.
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  // Remove cargo.
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  pilot->cargo_free += pilot->commodities[i].quantity;
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@ -762,8 +804,10 @@ int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
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int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
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  int i, q;
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  // Check if pilot has it.
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  q = quantity;
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  for(i = 0; i < pilot->ncommodities; i++)
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    // Doesn't remove mission cargo.
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    if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
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      if(quantity >= pilot->commodities[i].quantity) {
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        q = pilot->commodities[i].quantity;
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@ -782,7 +826,7 @@ int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
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      return q;
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    }
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  return 0;
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  return 0; // Pilot didn't have it.
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}
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// Add a hook to the pilot.
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@ -147,6 +147,7 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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    const DamageType dtype, const double damage);
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void pilot_setSecondary(Pilot* p, const char* secondary);
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void pilot_setAmmo(Pilot* p);
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void pilot_setAfterburner(Pilot* p);
 | 
			
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double pilot_face(Pilot* p, const float dir);
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// Outfits.
 | 
			
		||||
int pilot_freeSpace(Pilot* p); // Pilot space.
 | 
			
		||||
 | 
			
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