|
|
|
|
@ -5054,27 +5054,27 @@ void ProcessMissiles()
|
|
|
|
|
|
|
|
|
|
void missiles_process_charge() |
|
|
|
|
{ |
|
|
|
|
CMonster *mon; |
|
|
|
|
AnimStruct *anim; |
|
|
|
|
MissileStruct *mis; |
|
|
|
|
int i, mi; |
|
|
|
|
|
|
|
|
|
for (i = 0; i < nummissiles; i++) { |
|
|
|
|
mi = missileactive[i]; |
|
|
|
|
mis = &missile[mi]; |
|
|
|
|
for (int i = 0; i < nummissiles; i++) { |
|
|
|
|
int mi = missileactive[i]; |
|
|
|
|
MissileStruct *mis = &missile[mi]; |
|
|
|
|
|
|
|
|
|
mis->_miAnimData = misfiledata[mis->_miAnimType].mAnimData[mis->_mimfnum]; |
|
|
|
|
if (mis->_mitype == MIS_RHINO) { |
|
|
|
|
mon = monster[mis->_misource].MType; |
|
|
|
|
if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) { |
|
|
|
|
anim = &mon->Anims[MA_SPECIAL]; |
|
|
|
|
} else { |
|
|
|
|
if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE) |
|
|
|
|
anim = &mon->Anims[MA_ATTACK]; |
|
|
|
|
else |
|
|
|
|
anim = &mon->Anims[MA_WALK]; |
|
|
|
|
} |
|
|
|
|
missile[mi]._miAnimData = anim->CelSpritesForDirections[mis->_mimfnum]->Data(); |
|
|
|
|
if (mis->_mitype != MIS_RHINO) |
|
|
|
|
continue; |
|
|
|
|
|
|
|
|
|
CMonster *mon = monster[mis->_misource].MType; |
|
|
|
|
|
|
|
|
|
if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) { |
|
|
|
|
anim = &mon->Anims[MA_SPECIAL]; |
|
|
|
|
} else { |
|
|
|
|
if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE) |
|
|
|
|
anim = &mon->Anims[MA_ATTACK]; |
|
|
|
|
else |
|
|
|
|
anim = &mon->Anims[MA_WALK]; |
|
|
|
|
} |
|
|
|
|
missile[mi]._miAnimData = anim->CelSpritesForDirections[mis->_mimfnum]->Data(); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|