fixes, but still not done ;)
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@ -4,23 +4,10 @@ uint8_t brick_damage (uint8_t in_x, uint8_t in_y)
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{
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game_field_t newtype;
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switch (playfiled[in_x][in_y])
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{
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case brick_1:
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playfield[in_x][in_y] = freespace;
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break;
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if (playfield[in_x][in_y] > bs || playfield[in_x][in_y] == 0)
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return;
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case brick_2:
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playfield[in_x][in_y] = brick_1;
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break;
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case brick_3:
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playfield[in_x][in_y] = brick_2;
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break;
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default:
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return;
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}
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playfield[in_x][in_y]--;
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score_add (1);
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}
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@ -36,19 +23,22 @@ uint8_t check_bounce (uint8_t in_x, uint8_t in_y)
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/* collisions with real objects */
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switch (playfield[in_x][in_y])
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{
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case freespace:
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case ball:
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case sp:
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case bl:
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return 0;
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case brick_2:
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case brick_3:
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case brick_1:
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case b2:
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case b3:
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case b1:
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brick_damage (in_x, in_y);
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/* intentional fallthrough */
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case brick_solid:
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case bouncer:
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case bs:
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return 1;
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/* bouncing on the rebound needs special care */
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case rb:
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return 2;
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}
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}
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