[Remove] Removed some more @fn doxygen lines.
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5a714940f8
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src/weapon.c
38
src/weapon.c
@ -110,9 +110,6 @@ void weapon_minimap(const double res, const double w,
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const double h, const RadarShape shape, double alpha);
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const double h, const RadarShape shape, double alpha);
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/**
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/**
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* @fn void weapon_minimap(const double res, const double w,
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* const double h, const RadarShape shape)
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*
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* @brief Draw the minimap weapons (used in player.c).
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* @brief Draw the minimap weapons (used in player.c).
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* @param res Minimap resolution.
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* @param res Minimap resolution.
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* @param w Width of minimap.
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* @param w Width of minimap.
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@ -154,8 +151,6 @@ void weapon_minimap(const double res, const double w,
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#undef PIXEL
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#undef PIXEL
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/**
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/**
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* @fn static void think_seeker(Weapon* w, const double dt)
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*
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* @brief The AI of seeker missiles.
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* @brief The AI of seeker missiles.
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* @param w Weapon to do the thinking.
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* @param w Weapon to do the thinking.
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* @param dt Current delta tick.
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* @param dt Current delta tick.
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@ -235,8 +230,6 @@ static void think_seeker(Weapon* w, const double dt) {
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}
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}
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/**
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/**
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* @fn static void think_beam(Weapon* w, const double dt)
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*
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* @brief The Pseudo-ai of the beam weapons.
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* @brief The Pseudo-ai of the beam weapons.
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* @param w Weapon to do the thinking.
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* @param w Weapon to do the thinking.
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* @return dt Current delta tick.
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* @return dt Current delta tick.
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@ -298,8 +291,6 @@ static void think_beam(Weapon* w, const double dt) {
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}
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}
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/**
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/**
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* @fn void weapons_update(const double dt)
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*
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* @brief Update all the weapon layers.
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* @brief Update all the weapon layers.
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* @param dt Current delta tick.
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* @param dt Current delta tick.
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*/
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*/
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@ -309,8 +300,6 @@ void weapons_update(const double dt) {
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}
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}
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/**
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/**
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* @fn static void weapons_updateLayer(const double dt, const WeaponLayer layer)
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*
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* @brief Update all the weapons in the layer.
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* @brief Update all the weapons in the layer.
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* @param dt Current delta tick.
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* @param dt Current delta tick.
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* @param layer Layer to update.
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* @param layer Layer to update.
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@ -397,8 +386,6 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
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}
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}
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/**
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/**
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* @fn void weapons_render(const WeaponLayer layer)
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*
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* @brief Render all the weapons in a layer.
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* @brief Render all the weapons in a layer.
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* @param layer Layer to render.
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* @param layer Layer to render.
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* @param Current delta tick.
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* @param Current delta tick.
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@ -426,8 +413,6 @@ void weapons_render(const WeaponLayer layer, const double dt) {
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}
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}
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/**
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/**
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* @fn static void weapon_render(Weapon* w, const double dt)
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*
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* @brief Render an individual weapon.
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* @brief Render an individual weapon.
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* @param w Weapon to render.
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* @param w Weapon to render.
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*/
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*/
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@ -665,9 +650,6 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
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}
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}
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/**
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/**
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* @fn static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
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* Vec2 pos[2], const double dt)
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*
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* @brief Weapon hit the pilot.
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* @brief Weapon hit the pilot.
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* @param w Weapon involved in the collision.
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* @param w Weapon involved in the collision.
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* @param p Pilot that got hit.
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* @param p Pilot that got hit.
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@ -724,9 +706,6 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
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}
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}
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/**
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/**
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* @fn static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
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* const Vec2* vel, unsigned int parent, const unsigned int target)
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*
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* @brief Create a new weapon.
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* @brief Create a new weapon.
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* @param outfit Outfit which spawned the weapon.
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* @param outfit Outfit which spawned the weapon.
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* @param dir Direction the shooter is facing.
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* @param dir Direction the shooter is facing.
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@ -945,9 +924,6 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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}
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}
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/**
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/**
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* @fn void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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* const Vec2* vel, unsigned int parent, unsigned int target)
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*
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* @brief Create a new weapon.
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* @brief Create a new weapon.
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* @param outfit Outfit which spawns the weapon.
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* @param outfit Outfit which spawns the weapon.
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* @param dir Direction of the shooter.
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* @param dir Direction of the shooter.
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@ -1110,8 +1086,6 @@ void beam_end(const unsigned int parent, int beam) {
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}
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}
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/**
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/**
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* @fn static void weapon_destroy(Weapon* w, WeaponLayer layer)
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*
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* @brief Destroys a weapon.
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* @brief Destroys a weapon.
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* @param w Weapon to destroy.
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* @param w Weapon to destroy.
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* @param layer Layer to which the weapon belongs.
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* @param layer Layer to which the weapon belongs.
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@ -1166,8 +1140,6 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
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}
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}
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/**
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/**
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* @fn static void weapon_free(Weapon* w)
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*
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* @brief Free the weapon.
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* @brief Free the weapon.
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* @param w Weapon to free.
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* @param w Weapon to free.
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*/
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*/
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@ -1177,8 +1149,6 @@ static void weapon_free(Weapon* w) {
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}
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}
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/**
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/**
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* @fn void weapon_clear(void)
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*
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* @brief Clear all the weapons, does *not* free the layers.
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* @brief Clear all the weapons, does *not* free the layers.
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*/
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*/
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void weapon_clear(void) {
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void weapon_clear(void) {
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@ -1192,8 +1162,6 @@ void weapon_clear(void) {
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}
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}
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/**
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/**
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* @fn void weapon_exit(void)
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*
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* @brief Destroy all the weapons and free it all.
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* @brief Destroy all the weapons and free it all.
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*/
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*/
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void weapon_exit(void) {
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void weapon_exit(void) {
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@ -1213,11 +1181,7 @@ void weapon_exit(void) {
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}
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}
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/**
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/**
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* @fn void weapon_explode(double x, double y, double radius,
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* @brief Clear possible exploded weapons.
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DamageType dtype, double damage,
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unsigned int parent, int mode)
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@brief Clear possible exploded weapons.
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*/
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*/
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void weapon_explode(double x, double y, double radius,
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void weapon_explode(double x, double y, double radius,
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DamageType dtype, double damage,
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DamageType dtype, double damage,
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