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Made a slightly better, albeit still inaccurate, version of missile-player lock.Enough for Combat to do reasonable things.
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@ -355,16 +355,8 @@ void TIA::set_missile_position_to_player(int missile, bool lock)
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{
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{
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// TODO: implement this correctly; should be triggered by player counter hitting the appropriate point, and
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// TODO: implement this correctly; should be triggered by player counter hitting the appropriate point, and
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// use additional storage position for enabled
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// use additional storage position for enabled
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if(lock)
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if(missile_[missile].locked_to_player && !lock) missile_[missile].position = player_[missile].position + 1 + 16/player_[missile].adder;
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{
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missile_[missile].locked_to_player = lock;
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missile_[missile].enabled = false;
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missile_[missile].position = player_[missile].position + 5;
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// printf("%d", missile);
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}
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else
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{
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missile_[missile].enabled = true;
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}
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}
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}
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void TIA::set_missile_motion(int missile, uint8_t motion)
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void TIA::set_missile_motion(int missile, uint8_t motion)
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@ -227,12 +227,13 @@ class TIA {
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// missile state
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// missile state
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struct Missile: public HorizontalRun {
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struct Missile: public HorizontalRun {
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bool enabled;
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bool enabled;
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bool locked_to_player;
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int copy_flags;
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int copy_flags;
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inline void draw_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
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inline void draw_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
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{
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{
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if(!pixel_position) return;
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if(!pixel_position) return;
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if(enabled)
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if(enabled && !locked_to_player)
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{
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{
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HorizontalRun::draw_pixels(target, count, collision_identity);
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HorizontalRun::draw_pixels(target, count, collision_identity);
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}
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}
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