Some work on lightning for stick mans and fighters.
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@ -45,17 +45,9 @@ int update_FIGH(UPDATE_FUNC_ARGS)
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case 1:
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case 1:
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if ((pow(tarx-x, 2) + pow(tary-y, 2))<600)
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if ((pow(tarx-x, 2) + pow(tary-y, 2))<600)
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{
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{
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if (figh[2] == PT_FIRE)
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if (figh[2] == PT_FIRE || figh[2] == PT_LIGH)
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figh[0] = (int)figh[0] | 0x08;
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figh[0] = (int)figh[0] | 0x08;
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}
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}
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if ((pow(tarx-x, 2) + pow(tary-y, 2))<300)
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{
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if (figh[2] == PT_FIRE)
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figh[0] = 0x08;
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else
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figh[0] = 0;
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}
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else
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else
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if (tarx<x)
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if (tarx<x)
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{
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{
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@ -75,6 +67,8 @@ int update_FIGH(UPDATE_FUNC_ARGS)
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break;
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break;
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}
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}
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figh[1] = figh[0];
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run_stickman(figh, UPDATE_FUNC_SUBCALL_ARGS);
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run_stickman(figh, UPDATE_FUNC_SUBCALL_ARGS);
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return 0;
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return 0;
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}
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}
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@ -3625,14 +3625,14 @@ int main(int argc, char *argv[])
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//Setting an element for the stick man
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//Setting an element for the stick man
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if (player[27]==0)
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if (player[27]==0)
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{
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{
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if ((sr<PT_NUM && ptypes[sr].falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT)
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if ((sr<PT_NUM && ptypes[sr].falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT || sr == PT_LIGH)
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player[2] = sr;
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player[2] = sr;
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else
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else
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player[2] = PT_DUST;
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player[2] = PT_DUST;
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}
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}
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if (player2[27]==0)
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if (player2[27]==0)
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{
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{
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if ((sr<PT_NUM && ptypes[sr].falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT)
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if ((sr<PT_NUM && ptypes[sr].falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT || sr == PT_LIGH)
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player2[2] = sr;
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player2[2] = sr;
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else
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else
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player2[2] = PT_DUST;
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player2[2] = PT_DUST;
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@ -16,7 +16,7 @@ int lighting_recreate = 0;
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float player[29];
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float player[29];
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float player2[29];
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float player2[29];
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float fighters[256][28]; //255 is the maximum number of fighters
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float fighters[256][29]; //255 is the maximum number of fighters
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unsigned char fighcount = 0; //Contains the number of fighters
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unsigned char fighcount = 0; //Contains the number of fighters
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particle *parts;
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particle *parts;
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