Use array<> for Smega_detonate_times
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@ -863,16 +863,13 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
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#if defined(DXX_BUILD_DESCENT_II)
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#define SMEGA_SHAKE_TIME (F1_0*2)
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#define MAX_SMEGA_DETONATES 4
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fix64 Smega_detonate_times[MAX_SMEGA_DETONATES];
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static array<fix64, MAX_SMEGA_DETONATES> Smega_detonate_times;
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// Call this to initialize for a new level.
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// Sets all super mega missile detonation times to 0 which means there aren't any.
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void init_smega_detonates(void)
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{
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int i;
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for (i=0; i<MAX_SMEGA_DETONATES; i++)
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Smega_detonate_times[i] = 0;
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Smega_detonate_times.fill(0);
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}
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fix Seismic_tremor_magnitude;
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@ -896,12 +893,10 @@ static void start_seismic_sound()
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// Maybe this should affect all robots, being called when they get their physics done.
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void rock_the_mine_frame(void)
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{
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int i;
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for (i=0; i<MAX_SMEGA_DETONATES; i++) {
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if (Smega_detonate_times[i] != 0) {
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fix delta_time = GameTime64 - Smega_detonate_times[i];
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range_for (auto &i, Smega_detonate_times)
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{
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if (i != 0) {
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fix delta_time = GameTime64 - i;
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start_seismic_sound();
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if (delta_time < SMEGA_SHAKE_TIME) {
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@ -935,10 +930,8 @@ void rock_the_mine_frame(void)
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// Shake a guided missile!
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Seismic_tremor_magnitude += rx;
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}
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} else
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Smega_detonate_times[i] = 0;
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i = 0;
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}
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}
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