Add speed to the precursor ship.
This permits a lot of racing about hyperspace... For fun and profit. (Mostly just to explore the game world.)
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@@ -48,7 +48,7 @@
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/* Thrusters increase this and decrease THRUST_WAIT based on
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/* Thrusters increase this and decrease THRUST_WAIT based on
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* THRUST_INCREMENT, see InitDriveSlots near the bottom of this file
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* THRUST_INCREMENT, see InitDriveSlots near the bottom of this file
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* for details. */
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* for details. */
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#define THRUST_INCREMENT 4
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#define THRUST_INCREMENT 5
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#define THRUST_WAIT 6
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#define THRUST_WAIT 6
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#define TURN_WAIT 17
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#define TURN_WAIT 17
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/* Turning jets decrease by 2 each */
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/* Turning jets decrease by 2 each */
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@@ -886,7 +886,7 @@ InitDriveSlots (RACE_DESC *RaceDescPtr, const BYTE *DriveSlots)
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switch (DriveSlots[i])
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switch (DriveSlots[i])
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{
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{
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case FUSION_THRUSTER:
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case FUSION_THRUSTER:
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RaceDescPtr->characteristics.max_thrust += 2;
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RaceDescPtr->characteristics.max_thrust += 8;
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++RaceDescPtr->characteristics.thrust_wait;
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++RaceDescPtr->characteristics.thrust_wait;
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break;
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break;
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}
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}
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+1
-1
@@ -586,7 +586,7 @@ DrawFlagshipStats (void)
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for (i = 0; i < NUM_DRIVE_SLOTS; ++i)
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for (i = 0; i < NUM_DRIVE_SLOTS; ++i)
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if (GLOBAL_SIS (DriveSlots[i]) == FUSION_THRUSTER)
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if (GLOBAL_SIS (DriveSlots[i]) == FUSION_THRUSTER)
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max_thrust += 2;
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max_thrust += 3;
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for (i = 0; i < NUM_JET_SLOTS; ++i)
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for (i = 0; i < NUM_JET_SLOTS; ++i)
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if (GLOBAL_SIS (JetSlots[i]) == TURNING_JETS)
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if (GLOBAL_SIS (JetSlots[i]) == TURNING_JETS)
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+1
-1
@@ -51,7 +51,7 @@ extern "C" {
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#define FUEL_VOLUME_PER_ROW (HEFUEL_TANK_CAPACITY / MAX_FUEL_BARS)
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#define FUEL_VOLUME_PER_ROW (HEFUEL_TANK_CAPACITY / MAX_FUEL_BARS)
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#define FUEL_RESERVE FUEL_VOLUME_PER_ROW
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#define FUEL_RESERVE FUEL_VOLUME_PER_ROW
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#define IP_SHIP_THRUST_INCREMENT 8
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#define IP_SHIP_THRUST_INCREMENT 12
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#define IP_SHIP_TURN_WAIT 17
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#define IP_SHIP_TURN_WAIT 17
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#define IP_SHIP_TURN_DECREMENT 2
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#define IP_SHIP_TURN_DECREMENT 2
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