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@ -4814,54 +4814,48 @@ void SyncMonsterAnim(int i)
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monster[i].mName = _(monster[i].MData->mName); |
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_mdir = monster[i]._mdir; |
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int graphic = MA_STAND; |
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switch (monster[i]._mmode) { |
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case MM_STAND: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Data[_mdir]; |
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case MM_DELAY: |
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case MM_TALK: |
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break; |
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case MM_WALK: |
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case MM_WALK2: |
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case MM_WALK3: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_WALK].Data[_mdir]; |
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graphic = MA_WALK; |
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break; |
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case MM_ATTACK: |
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case MM_RATTACK: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_ATTACK].Data[_mdir]; |
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graphic = MA_ATTACK; |
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break; |
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case MM_GOTHIT: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_GOTHIT].Data[_mdir]; |
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graphic = MA_GOTHIT; |
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break; |
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case MM_DEATH: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_DEATH].Data[_mdir]; |
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graphic = MA_DEATH; |
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break; |
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case MM_SATTACK: |
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case MM_FADEIN: |
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case MM_FADEOUT: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_SPECIAL].Data[_mdir]; |
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break; |
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case MM_SPSTAND: |
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case MM_RSPATTACK: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_SPECIAL].Data[_mdir]; |
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break; |
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case MM_HEAL: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_SPECIAL].Data[_mdir]; |
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break; |
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case MM_DELAY: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Data[_mdir]; |
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break; |
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case MM_TALK: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Data[_mdir]; |
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graphic = MA_SPECIAL; |
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break; |
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case MM_CHARGE: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_ATTACK].Data[_mdir]; |
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graphic = MA_ATTACK; |
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monster[i]._mAnimFrame = 1; |
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monster[i]._mAnimLen = monster[i].MType->Anims[MA_ATTACK].Frames; |
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break; |
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default: |
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monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Data[_mdir]; |
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monster[i]._mAnimFrame = 1; |
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monster[i]._mAnimLen = monster[i].MType->Anims[MA_STAND].Frames; |
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break; |
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} |
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monster[i]._mAnimData = monster[i].MType->Anims[graphic].Data[_mdir]; |
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} |
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void M_FallenFear(Point position) |
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