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@ -1616,10 +1616,6 @@ void AddFireNova(Missile &missile, Point dst, Direction midir)
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UpdateMissileVelocity(missile, dst, sp); |
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SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
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missile._mirange = 256; |
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missile.var1 = missile.position.start.x; |
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missile.var2 = missile.position.start.y; |
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missile.var4 = missile.position.start.x; |
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missile.var5 = missile.position.start.y; |
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missile._mlid = AddLight(missile.position.start, 8); |
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} |
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@ -1742,7 +1738,7 @@ void AddLArrow(Missile &missile, Point dst, Direction midir)
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auto &player = Players[missile._misource]; |
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if (player._pClass == HeroClass::Rogue) |
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av += (player._pLevel) / 4; |
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else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
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else if (IsAnyOf(player._pClass, HeroClass::Warrior, HeroClass::Bard)) |
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av += (player._pLevel) / 8; |
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if (gbIsHellfire) { |
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@ -1755,7 +1751,7 @@ void AddLArrow(Missile &missile, Point dst, Direction midir)
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if ((player._pIFlags & ISPL_FASTESTATTACK) != 0) |
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av += 8; |
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} else { |
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if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
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if (IsAnyOf(player._pClass, HeroClass::Rogue, HeroClass::Warrior, HeroClass::Bard)) |
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av -= 1; |
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} |
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} |
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@ -1923,13 +1919,9 @@ void AddLightball(Missile &missile, Point dst, Direction /*midir*/)
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UpdateMissileVelocity(missile, dst, 16); |
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missile._miAnimFrame = GenerateRnd(8) + 1; |
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missile._mirange = 255; |
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if (missile._misource < 0) { |
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missile.var1 = missile.position.start.x; |
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missile.var2 = missile.position.start.y; |
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} else { |
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missile.var1 = Players[missile._misource].position.tile.x; |
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missile.var2 = Players[missile._misource].position.tile.y; |
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} |
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const Point position { missile._misource < 0 ? missile.position.start : Players[missile._misource].position.tile }; |
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missile.var1 = position.x; |
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missile.var2 = position.y; |
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} |
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void AddFirewall(Missile &missile, Point dst, Direction /*midir*/) |
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@ -1975,8 +1967,6 @@ void AddFireball(Missile &missile, Point dst, Direction midir)
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missile._mirange = 256; |
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missile.var1 = missile.position.start.x; |
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missile.var2 = missile.position.start.y; |
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missile.var4 = missile.position.start.x; |
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missile.var5 = missile.position.start.y; |
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missile._mlid = AddLight(missile.position.start, 8); |
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} |
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