[Fix] Weapons should work when player is dead.
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				| @ -10,7 +10,7 @@ OS := LINUX | ||||
| export OS | ||||
| 
 | ||||
| # Data path.
 | ||||
| #LDATA_DEF := \"ldata\"
 | ||||
| #LDATA_DEF := \"../ldata\"
 | ||||
| 
 | ||||
| #CC = clang
 | ||||
| 
 | ||||
| @ -35,7 +35,7 @@ CPNG 			:= #$(shell libpng-config libpng --cflags) | ||||
| CGL  			:= | ||||
| CFLAGS := $(CLUA) $(CCSPARSE) $(CSDL) $(CXML) $(CTTF) $(CPNG) $(CGL) $(VERSION) -D$(OS) | ||||
| ifdef LDATA_DEF | ||||
| CFLAGS += -DLDATA_DEF=$(DATA_DEF) | ||||
| CFLAGS += -DLDATA_DEF=$(LDATA_DEF) | ||||
| endif | ||||
| 
 | ||||
| # OS Stuff.
 | ||||
|  | ||||
| @ -16,7 +16,9 @@ | ||||
| #include "ldata.h" | ||||
| 
 | ||||
| #define LDATA_FILENAME  "ldata" | ||||
| #define LDATA_DEF       "ldata" | ||||
| #ifndef LDATA_DEF | ||||
| #define LDATA_DEF LDATA_FILENAME | ||||
| #endif | ||||
| 
 | ||||
| #define XML_START_ID    "Start" /**< XML document tag of module start file. */ | ||||
| #define START_DATA      "../dat/start.xml" /**< Path to module start file. */ | ||||
|  | ||||
| @ -563,8 +563,6 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) { | ||||
|   } | ||||
| 
 | ||||
|   for(i = 0; i < pilot_nstack; i++) { | ||||
|     /* Check for player to exist. */ | ||||
|     if((i == 0) && (player == NULL)) continue; | ||||
|     psx = pilot_stack[i]->tsx; | ||||
|     psy = pilot_stack[i]->tsy; | ||||
| 
 | ||||
| @ -649,8 +647,8 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) { | ||||
|       } | ||||
|       pilot_setFlag(p, PILOT_HOSTILE); | ||||
|       pilot_rmFlag(p, PILOT_BRIBED); | ||||
|       ai_attacked(p, w->parent); | ||||
|     } | ||||
|     ai_attacked(p, w->parent); | ||||
|     spfx_add(spfx, pos->x, pos->y, | ||||
|              VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK); | ||||
|   } else | ||||
| @ -699,8 +697,9 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer, | ||||
|       } | ||||
|       pilot_rmFlag(p, PILOT_BRIBED); | ||||
|       pilot_setFlag(p, PILOT_HOSTILE); | ||||
|       ai_attacked(p, w->parent); | ||||
|     } | ||||
|     ai_attacked(p, w->parent); | ||||
| 
 | ||||
|     if(w->lockon == -1.) { /* Code to signal create explosions. */ | ||||
|       spfx_add(spfx, pos[0].x, pos[0].y, | ||||
|             VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK); | ||||
|  | ||||
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