#include #include #include #include void moveProjectiles(){ int i; for(i=0; itype,"Pistol")){ projectile.range=20; } projectile.isAlive=1; projectile.distanceTraveled=0; projectile.curYpos=allEntities[0].curYpos; projectile.curXpos=allEntities[0].curXpos; if(!strcmp(direction,"up")){ projectile.range*=.4; projectile.direction='w'; projectile.curYpos--; projectile.symbol=weaponRef->symbols[2]; } if(!strcmp(direction,"left")){ projectile.direction='a'; projectile.curXpos--; projectile.symbol=weaponRef->symbols[0]; } if(!strcmp(direction,"down")){ projectile.range*=.4; projectile.direction='s'; projectile.curYpos++; projectile.symbol=weaponRef->symbols[6]; } if(!strcmp(direction,"right")){ projectile.direction='d'; projectile.curXpos++; projectile.symbol=weaponRef->symbols[4]; } int i; for(i=0;icurMags++; } void reload(struct Weapon *weaponRef){ weaponRef->curMags--; weaponRef->curCapacity=weaponRef->maxCapacity; }