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//HEADER_GOES_HERE
#include "../types.h"
// unused, this was probably for blood boil/burn
int spurtndx; // weak
DeadStruct dead[MAXDEAD];
int stonendx;
void __cdecl InitDead()
{
int i, j;
int mtypes[MAXMONSTERS];
int idx;
for (i = 0; i < MAXMONSTERS; i++)
mtypes[i] = 0;
idx = 0;
for (i = 0; i < nummtypes; i++) {
if (!mtypes[Monsters[i].mtype]) {
for (j = 0; j < 8; j++)
dead[idx]._deadData[j] = Monsters[i].Anims[MA_DEATH].Data[j];
dead[idx]._deadFrame = Monsters[i].Anims[MA_DEATH].Frames;
dead[idx]._deadWidth = Monsters[i].flags_1;
dead[idx]._deadWidth2 = Monsters[i].flags_2;
dead[idx]._deadtrans = 0;
Monsters[i].mdeadval = idx + 1;
mtypes[Monsters[i].mtype] = ++idx;
}
}
for (j = 0; j < 8; j++)
dead[idx]._deadData[j] = misfiledata[MFILE_BLODBUR].mAnimData[0];
dead[idx]._deadtrans = 0;
dead[idx]._deadFrame = 8;
spurtndx = idx + 1;
dead[idx]._deadWidth = 128;
dead[idx]._deadWidth2 = 32;
idx = spurtndx;
for (j = 0; j < 8; j++)
dead[idx]._deadData[j] = misfiledata[MFILE_SHATTER1].mAnimData[0];
dead[idx]._deadtrans = 0;
dead[idx]._deadFrame = 12;
stonendx = idx + 1;
dead[idx]._deadWidth = 128;
dead[idx]._deadWidth2 = 32;
idx++;
for (i = 0; i < nummonsters; i++) {
int ii = monstactive[i];
if (monster[ii]._uniqtype) {
for (j = 0; j < 8; j++)
dead[idx]._deadData[j] = monster[ii].MType->Anims[MA_DEATH].Data[j];
dead[idx]._deadFrame = monster[ii].MType->Anims[MA_DEATH].Frames;
dead[idx]._deadWidth = monster[ii].MType->flags_1;
dead[idx]._deadWidth2 = monster[ii].MType->flags_2;
dead[idx]._deadtrans = monster[ii]._uniqtrans + 4;
monster[ii]._udeadval = idx + 1;
idx++;
}
}
}
// 4B8CD8: using guessed type int spurtndx;
void __fastcall AddDead(int dx, int dy, char dv, int ddir)
{
dDead[dx][dy] = (dv & 0x1F) + (ddir << 5);
}
void __cdecl SetDead()
{
for (int i = 0; i < nummonsters; i++) {
int m = monstactive[i];
if (monster[m]._uniqtype) {
for (int x = 0; x < MAXDUNX; x++) {
for (int y = 0; y < MAXDUNY; y++) {
if ((dDead[x][y] & 0x1F) == monster[m]._udeadval)
ChangeLightXY(monster[m].mlid, x, y);
}
}
}
}
}