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244 lines
5.5 KiB
244 lines
5.5 KiB
/* $Id: special.c,v 1.24 2003/07/22 18:29:08 stpohle Exp $ */
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/* special.c - procedues to control the specials */
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#include "bomberclone.h"
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#include "basic.h"
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void
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special_trigger (int p_nr)
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{
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int i,
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z = 0,
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ex_nr = bman.last_ex_nr;
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_player *p = &bman.players[p_nr];
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// all triggered bombs will explode
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for (i = 0; i < MAX_BOMBS; i++)
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if (p->bombs[i].state == BS_trigger) {
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p->bombs[i].ex_nr = ex_nr + 5; // we take the next 5 number to be shure
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bomb_explode (p_nr, i, 0); // no other explosion interfear with it.
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z++; // count the bombs which will explode
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}
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if (p_nr == bman.p_nr && GT_MP_PTP && z)
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net_game_send_special (p_nr, ex_nr);
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if (z) {
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bman.last_ex_nr = ex_nr + 6;
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p->special.numuse--;
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if (!p->special.numuse)
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special_clear (p_nr);
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}
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}
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void
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special_row (int p_nr)
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{
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_bomb *b = NULL;
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_player *p = &bman.players[p_nr];
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int x = p->pos.x >> 8,
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y = p->pos.y >> 8,
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dx = 0,
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dy = 0,
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t = 0,
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i;
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switch (p->d) {
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case left:
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dx = -1;
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break;
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case right:
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dx = 1;
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break;
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case up:
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dy = -1;
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break;
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case down:
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dy = +1;
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break;
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}
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x += dx;
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y += dy;
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while (map.bfield[x][y]) {
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x += dx;
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y += dy;
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/* add one time tick to each bomb found to ensure that the explosion is infacted by the previous bomb
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otherwise powerups will disappear due to explosion of previous bomb */
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t++;
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}
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if (map.field[x][y].type == FT_nothing) {
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for (i = 0; ((i < p->bombs_n) && (p->bombs[i].state != BS_off)); i++);
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if (i < p->bombs_n) {
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b = &p->bombs[i];
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b->state = BS_ticking;
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b->r = p->range;
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b->ex_nr = -1;
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b->pos.x = x << 8;
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b->pos.y = y << 8;
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b->to = BOMB_TIMEOUT * TIME_FACTOR + t; // 5 Secs * 200
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map.bfield[x][y] = 1;
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if (bman.gametype != GT_single) {
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net_game_send_bomb (p_nr, i);
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if (GT_MP_PTPS)
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b->to = b->to + ((2 * RESENDCACHE_RETRY) / TIME_FACTOR);
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}
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}
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}
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}
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void
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special_push (int p_nr)
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{
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_bomb *b = NULL;
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_player *p = &bman.players[p_nr];
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_point bombs[MAX_PLAYERS * MAX_BOMBS];
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int x = p->pos.x >> 8,
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y = p->pos.y >> 8,
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dx = 0,
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dy = 0,
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x1,
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y1,
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i;
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if ((p->pos.x & 0xff) || (p->pos.y & 0xff)) {
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return;
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}
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switch (p->d) {
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case left:
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dx = -1;
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break;
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case right:
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dx = 1;
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break;
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case up:
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dy = -1;
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break;
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case down:
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dy = +1;
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break;
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}
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x += dx;
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y += dy;
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// check that player is beside a bomb
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if (!map.bfield[x][y])
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return;
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x1 = x + dx;
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y1 = y + dy;
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// check the field behind the bomb
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if (map.bfield[x1][y1] || map.field[x1][y1].type != FT_nothing)
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return;
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get_bomb_on (x << 8, y << 8, bombs);
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// move all bombs on that field (there should be only 1)
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for (i = 0; bombs[i].x != -1; i++) {
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b = &bman.players[bombs[i].x].bombs[bombs[i].y];
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if (b->state != BS_exploding) {
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b->moveto.x = x1 << 8;
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b->moveto.y = y1 << 8;
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b->moves = p->speed;
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map.bfield[x][y] = 0;
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map.bfield[x1][y1] = 1;
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stonelist_add (x, y);
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if (bman.gametype != GT_single) {
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net_game_send_bomb (bombs[i].x, bombs[i].y);
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}
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}
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}
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}
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void
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special_pickup (int p_nr, int s_nr)
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{
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_special *s = &bman.players[p_nr].special;
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s->to = 0;
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s->numuse = 0;
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s->type = s_nr;
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switch (s_nr) {
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case SP_trigger:
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s->numuse = SPECIAL_TRIGGER_NUMUSE;
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s->to = SPECIAL_TRIGGER_TIME * TIME_FACTOR;
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break;
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case SP_row:
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s->to = SPECIAL_ROW_TIME * TIME_FACTOR;
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break;
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case SP_push:
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s->to = SPECIAL_PUSH_TIME * TIME_FACTOR;
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break;
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}
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bman.updatestatusbar = 1;
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}
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void
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special_clear (int p_nr)
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{
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if (bman.players[p_nr].special.type == SP_trigger) {
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_bomb *bomb;
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int i;
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/* put all bombs to normal and if the timeout is higher as usual
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set it to normal */
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for (i = 0; i < MAX_BOMBS; i++) {
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bomb = &bman.players[p_nr].bombs[i];
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if (bomb->state == BS_trigger) {
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bomb->state = BS_ticking;
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if (bomb->to > BOMB_TIMEOUT * TIME_FACTOR)
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bomb->to = BOMB_TIMEOUT * TIME_FACTOR; // 5 Secs * 200
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}
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}
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}
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bman.players[p_nr].special.type = 0;
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bman.updatestatusbar = 1;
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}
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void
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special_loop ()
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{
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_special *s;
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int p_nr;
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for (p_nr = 0; p_nr < MAX_PLAYERS; p_nr++) {
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s = &bman.players[p_nr].special;
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if (s->use) {
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switch (s->type) {
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case SP_trigger:
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special_trigger (p_nr);
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break;
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case SP_row:
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if (bman.players[p_nr].m)
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special_row (p_nr);
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break;
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case SP_push:
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if (bman.players[p_nr].m)
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special_push (p_nr);
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break;
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case SP_kick:
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break;
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}
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s->use = 0;
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}
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if (s->type && s->to) {
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s->to--;
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if (!s->to)
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special_clear (p_nr);
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}
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}
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}
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void
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special_use (int p_nr)
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{
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bman.players[p_nr].special.use = 1;
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}
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