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Fix monster light on knockback (#7122)

pull/7324/head
Eric Robinson 2 years ago committed by GitHub
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  1. 12
      Source/monster.cpp

12
Source/monster.cpp

@ -911,10 +911,7 @@ void Teleport(Monster &monster)
monster.occupyTile(*position, false);
monster.position.old = *position;
monster.direction = GetMonsterDirection(monster);
if (monster.lightId != NO_LIGHT) {
ChangeLightXY(monster.lightId, *position);
}
ChangeLightXY(monster.lightId, *position);
}
bool IsHardHit(Monster &target, unsigned dam)
@ -1027,8 +1024,7 @@ bool MonsterWalk(Monster &monster)
monster.position.tile.y += monster.var2;
// dMonster is set here for backwards compatibility; without it, the monster would be invisible if loaded from a vanilla save.
monster.occupyTile(monster.position.tile, false);
if (monster.lightId != NO_LIGHT)
ChangeLightXY(monster.lightId, monster.position.tile);
ChangeLightXY(monster.lightId, monster.position.tile);
M_StartStand(monster, monster.direction);
} else { // We didn't reach new tile so update monster's "sub-tile" position
if (monster.animInfo.tickCounterOfCurrentFrame == 0) {
@ -1037,8 +1033,7 @@ bool MonsterWalk(Monster &monster)
}
}
if (monster.lightId != NO_LIGHT)
SyncLightPosition(monster);
SyncLightPosition(monster);
return isAnimationEnd;
}
@ -3748,6 +3743,7 @@ void M_GetKnockback(Monster &monster)
M_ClearSquares(monster);
monster.position.old += dir;
StartMonsterGotHit(monster);
ChangeLightXY(monster.lightId, monster.position.tile);
}
void M_StartHit(Monster &monster, int dam)

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