[Fix] Weapons should work when player is dead.
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bd21f99e7d
commit
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@ -10,7 +10,7 @@ OS := LINUX
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export OS
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export OS
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# Data path.
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# Data path.
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#LDATA_DEF := \"ldata\"
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#LDATA_DEF := \"../ldata\"
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#CC = clang
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#CC = clang
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@ -35,7 +35,7 @@ CPNG := #$(shell libpng-config libpng --cflags)
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CGL :=
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CGL :=
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CFLAGS := $(CLUA) $(CCSPARSE) $(CSDL) $(CXML) $(CTTF) $(CPNG) $(CGL) $(VERSION) -D$(OS)
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CFLAGS := $(CLUA) $(CCSPARSE) $(CSDL) $(CXML) $(CTTF) $(CPNG) $(CGL) $(VERSION) -D$(OS)
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ifdef LDATA_DEF
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ifdef LDATA_DEF
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CFLAGS += -DLDATA_DEF=$(DATA_DEF)
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CFLAGS += -DLDATA_DEF=$(LDATA_DEF)
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endif
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endif
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# OS Stuff.
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# OS Stuff.
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@ -16,7 +16,9 @@
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#include "ldata.h"
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#include "ldata.h"
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#define LDATA_FILENAME "ldata"
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#define LDATA_FILENAME "ldata"
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#define LDATA_DEF "ldata"
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#ifndef LDATA_DEF
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#define LDATA_DEF LDATA_FILENAME
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#endif
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#define XML_START_ID "Start" /**< XML document tag of module start file. */
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#define XML_START_ID "Start" /**< XML document tag of module start file. */
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#define START_DATA "../dat/start.xml" /**< Path to module start file. */
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#define START_DATA "../dat/start.xml" /**< Path to module start file. */
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@ -563,8 +563,6 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
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}
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}
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for(i = 0; i < pilot_nstack; i++) {
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for(i = 0; i < pilot_nstack; i++) {
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/* Check for player to exist. */
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if((i == 0) && (player == NULL)) continue;
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psx = pilot_stack[i]->tsx;
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psx = pilot_stack[i]->tsx;
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psy = pilot_stack[i]->tsy;
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psy = pilot_stack[i]->tsy;
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@ -649,8 +647,8 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
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}
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}
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pilot_setFlag(p, PILOT_HOSTILE);
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pilot_setFlag(p, PILOT_HOSTILE);
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pilot_rmFlag(p, PILOT_BRIBED);
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pilot_rmFlag(p, PILOT_BRIBED);
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ai_attacked(p, w->parent);
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}
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}
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ai_attacked(p, w->parent);
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spfx_add(spfx, pos->x, pos->y,
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spfx_add(spfx, pos->x, pos->y,
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
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} else
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} else
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@ -699,8 +697,9 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
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}
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}
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pilot_rmFlag(p, PILOT_BRIBED);
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pilot_rmFlag(p, PILOT_BRIBED);
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pilot_setFlag(p, PILOT_HOSTILE);
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pilot_setFlag(p, PILOT_HOSTILE);
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ai_attacked(p, w->parent);
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}
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}
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ai_attacked(p, w->parent);
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if(w->lockon == -1.) { /* Code to signal create explosions. */
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if(w->lockon == -1.) { /* Code to signal create explosions. */
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spfx_add(spfx, pos[0].x, pos[0].y,
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spfx_add(spfx, pos[0].x, pos[0].y,
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
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