Addition for last revision - just screwed up my working copies
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@ -126,7 +126,10 @@ int HUD_init_message_va(char * format, va_list args)
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{
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if (!strnicmp(message, HUD_messages[i].message, sizeof(char)*HUD_MESSAGE_LENGTH))
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{
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HUD_messages[i].time = F1_0*2;
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HUD_messages[i].time = F1_0*2; // keep redundant message in list
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if (i >= HUD_nmessages-HUD_MAX_NUM_DISP) // if redundant message on display, update them all
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for (i = HUD_nmessages-HUD_MAX_NUM_DISP, j = 1; i < HUD_nmessages; i++, j++)
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HUD_messages[i].time = F1_0*(j*2);
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return 0;
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}
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}
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@ -515,7 +515,7 @@ int do_powerup(object *obj)
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case POW_SUPER_LASER:
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if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
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Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
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HUD_init_message(HM_DEFAULT, "SUPER LASER MAXED OUT!");
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HUD_init_message(HM_DEFAULT|HM_REDUNDANT, "SUPER LASER MAXED OUT!");
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} else {
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int old_level=Players[Player_num].laser_level;
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