If picking up one missile out of a four-pack, use singular description instead of plural
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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20100617
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--------
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main/weapons.c: If picking up one missile out of a four-pack, use singular description instead of plural
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20100615
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--------
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main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
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@ -7,7 +7,7 @@ IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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@ -50,7 +50,7 @@ ubyte Cycling=0;
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// Bits set:
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// HAS_WEAPON_FLAG
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// HAS_ENERGY_FLAG
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// HAS_AMMO_FLAG
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// HAS_AMMO_FLAG
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// See weapon.h for bit values
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int player_has_weapon(int weapon_num, int secondary_flag)
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{
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@ -139,7 +139,7 @@ void InitWeaponOrdering ()
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PlayerCfg.PrimaryOrder[i]=DefaultPrimaryOrder[i];
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for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
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PlayerCfg.SecondaryOrder[i]=DefaultSecondaryOrder[i];
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}
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}
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void CyclePrimary ()
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{
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@ -278,10 +278,10 @@ void auto_select_weapon(int weapon_type)
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if (r != HAS_ALL || Cycling) {
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int cur_weapon;
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int try_again = 1;
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cur_weapon = POrderList(Primary_weapon);
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cutpoint = POrderList (255);
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while (try_again) {
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cur_weapon++;
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@ -307,7 +307,7 @@ void auto_select_weapon(int weapon_type)
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if (cur_weapon==MAX_PRIMARY_WEAPONS)
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cur_weapon = 0;
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// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
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// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
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// if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX)
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@ -339,11 +339,11 @@ void auto_select_weapon(int weapon_type)
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if (r != HAS_ALL || Cycling) {
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int cur_weapon;
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int try_again = 1;
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cur_weapon = SOrderList(Secondary_weapon);
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cutpoint = SOrderList (255);
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while (try_again) {
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cur_weapon++;
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@ -411,7 +411,7 @@ int pick_up_secondary(int weapon_index,int count)
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select_weapon(weapon_index,1, 0, 1);
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}
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if (count>1) {
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if (num_picked_up>1) {
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PALETTE_FLASH_ADD(15,15,15);
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hud_message(MSGC_PICKUP_OK, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
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}
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@ -440,7 +440,7 @@ void ReorderPrimary ()
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MenuReordering=1;
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i = newmenu_do("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
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MenuReordering=0;
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for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
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PlayerCfg.PrimaryOrder[i]=m[i].value;
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}
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@ -550,18 +550,18 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
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int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp)
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{
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int i, j;
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for (i = 0; i < n; i++) {
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wi[i].render_type = cfile_read_byte(fp);
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wi[i].model_num = cfile_read_byte(fp);
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wi[i].model_num_inner = cfile_read_byte(fp);
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wi[i].persistent = cfile_read_byte(fp);
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wi[i].flash_vclip = cfile_read_byte(fp);
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wi[i].flash_sound = cfile_read_short(fp);
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wi[i].flash_sound = cfile_read_short(fp);
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wi[i].robot_hit_vclip = cfile_read_byte(fp);
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wi[i].robot_hit_sound = cfile_read_short(fp);
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wi[i].robot_hit_sound = cfile_read_short(fp);
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wi[i].wall_hit_vclip = cfile_read_byte(fp);
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wi[i].wall_hit_sound = cfile_read_short(fp);
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wi[i].wall_hit_sound = cfile_read_short(fp);
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wi[i].fire_count = cfile_read_byte(fp);
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wi[i].ammo_usage = cfile_read_byte(fp);
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wi[i].weapon_vclip = cfile_read_byte(fp);
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@ -585,7 +585,7 @@ int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp)
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wi[i].mass = cfile_read_fix(fp);
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wi[i].drag = cfile_read_fix(fp);
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wi[i].thrust = cfile_read_fix(fp);
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wi[i].po_len_to_width_ratio = cfile_read_fix(fp);
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wi[i].light = cfile_read_fix(fp);
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wi[i].lifetime = cfile_read_fix(fp);
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