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Rename game_0b69d0.c to player.c
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@@ -19,7 +19,7 @@
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#include "game/game_0b28d0.h"
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#include "game/game_0b3350.h"
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#include "game/game_0b4950.h"
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#include "game/game_0b69d0.h"
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#include "game/player.h"
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#include "game/inventory/inventory.h"
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#include "game/game_127910.h"
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#include "game/explosions/explosions.h"
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@@ -4074,7 +4074,7 @@ void chrSetShield(struct chrdata *chr, f32 amount)
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if (playernum >= 0) {
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s32 prevplayernum = g_Vars.currentplayernum;
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setCurrentPlayerNum(playernum);
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currentPlayerDisplayHealth();
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playerDisplayHealth();
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g_Vars.currentplayerstats->armourcount += amount * 0.125f;
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setCurrentPlayerNum(prevplayernum);
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}
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@@ -4789,7 +4789,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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}
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playerUpdateDamageStats(aprop, vprop, statsamount);
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currentPlayerDisplayHealth();
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playerDisplayHealth();
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if (g_Vars.normmplayerisrunning && (g_MpSetup.options & MPOPTION_ONEHITKILLS)) {
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g_Vars.currentplayer->bondhealth = 0;
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@@ -4803,7 +4803,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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if (g_Vars.currentplayer->training == false
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&& g_Vars.currentplayer->bondhealth <= 0) {
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currentPlayerDieByShooter(aplayernum, false);
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playerDieByShooter(aplayernum, false);
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chr->blurnumtimesdied++;
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}
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@@ -4827,15 +4827,15 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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g_Vars.currentplayer->bondshotspeed[2] += vector->z * boostscale;
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if (showdamage) {
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currentPlayerDisplayDamage();
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playerDisplayDamage();
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}
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if (showshield) {
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currentPlayerDisplayShield();
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playerDisplayShield();
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}
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if (g_Vars.normmplayerisrunning && aprop && aprop->type == PROPTYPE_PLAYER) {
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currentPlayerCheckIfShotInBack(prevplayernum, vector->x, vector->z);
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playerCheckIfShotInBack(prevplayernum, vector->x, vector->z);
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}
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}
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