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@ -143,7 +143,7 @@ player_check_powerup (_player * p)
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p->bombs_n++;
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bman.updatestatusbar = 1;
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}
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field_clear(fx,fy);
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field_clear (fx, fy);
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break;
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/* we found a fire powerup */
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@ -152,7 +152,7 @@ player_check_powerup (_player * p)
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p->range++;
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bman.updatestatusbar = 1;
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}
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field_clear(fx,fy);
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field_clear (fx, fy);
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break;
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/* we found a shoe powerup */
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@ -161,7 +161,7 @@ player_check_powerup (_player * p)
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p->speed *= SPEEDMUL;
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bman.updatestatusbar = 1;
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}
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field_clear(fx,fy);
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field_clear (fx, fy);
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break;
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/* we found a death ?powerup? */
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@ -170,18 +170,20 @@ player_check_powerup (_player * p)
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bman.updatestatusbar = 1;
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if (bman.gametype != GT_single)
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net_game_send_ill (bman.p_nr);
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field_clear(fx,fy);
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field_clear (fx, fy);
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break;
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/* we found a special */
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case FT_sp_trigger:
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case FT_sp_trigger:
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case FT_sp_row:
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case FT_sp_push:
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case FT_sp_kick:
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p->special=ft-FT_sp_trigger+1;
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field_clear(fx,fy);
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bman.updatestatusbar=1;
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break;
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case FT_sp_push:
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case FT_sp_kick:
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if (p->special == SP_nothing) {
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p->special = ft - FT_sp_trigger + 1;
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bman.updatestatusbar = 1;
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}
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field_clear (fx, fy);
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break;
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}
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};
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@ -356,13 +358,14 @@ player_drop_bomb (int pl_nr)
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d_printf ("Player %d Dropped Bomb %d\n", bman.p_nr, i);
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bomb->r = player->range;
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if (player->special== SP_trigger)
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bomb->state = BS_trigger;
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else bomb->state = BS_ticking;
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if (player->special == SP_trigger)
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bomb->state = BS_trigger;
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else
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bomb->state = BS_ticking;
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bomb->ex_nr = -1;
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bomb->to = BOMB_TIMEOUT * TIME_FACTOR; // 5 Secs * 200
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bman.bfield [bomb->pos.x][bomb->pos.y] = 1;
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bman.bfield[bomb->pos.x][bomb->pos.y] = 1;
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if (bman.gametype != GT_single) {
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net_game_send_bomb (pl_nr, i);
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if (GT_MP_PTPS)
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@ -385,7 +388,8 @@ get_player_on (short int x, short int y, int pl_nr[])
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if (PS_IS_alife (bman.players[p].state)) {
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if (bman.players[p].pos.x - EXPLOSION_SAVE_DISTANCE > x - 256
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&& bman.players[p].pos.x + EXPLOSION_SAVE_DISTANCE < x + 256
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&& bman.players[p].pos.y - EXPLOSION_SAVE_DISTANCE > y - 256 && bman.players[p].pos.y + EXPLOSION_SAVE_DISTANCE < y + 256) {
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&& bman.players[p].pos.y - EXPLOSION_SAVE_DISTANCE > y - 256
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&& bman.players[p].pos.y + EXPLOSION_SAVE_DISTANCE < y + 256) {
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pl_nr[i] = p;
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i++;
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}
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@ -400,8 +404,8 @@ player_died (_player * player, signed char dead_by)
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// player die !
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d_printf ("player_died (%10s)\n", player->name);
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bman.updatestatusbar = 1; // force an update
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bman.updatestatusbar = 1; // force an update
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if (PS_IS_alife (player->state) && dead_by >= 0 && dead_by < MAX_PLAYERS)
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if (bman.p_nr != dead_by)
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bman.players[dead_by].points++;
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