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@ -1402,7 +1402,6 @@ void M_StartStand(int i, Direction md)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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M_Enemy(i); |
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} |
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@ -1425,7 +1424,6 @@ void M_StartSpStand(int i, Direction md)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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} |
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void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir) |
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@ -1441,7 +1439,6 @@ void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir
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Monsters[i]._mVar1 = xadd; |
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Monsters[i]._mVar2 = yadd; |
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Monsters[i]._mVar3 = endDir; |
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Monsters[i]._mdir = endDir; |
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NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); |
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Monsters[i].position.offset2 = { 0, 0 }; |
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} |
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@ -1464,7 +1461,6 @@ void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
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Monsters[i]._mmode = MM_WALK2; |
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Monsters[i].position.velocity = { xvel, yvel }; |
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Monsters[i]._mVar3 = endDir; |
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Monsters[i]._mdir = endDir; |
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NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); |
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Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff }; |
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} |
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@ -1491,7 +1487,6 @@ void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
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Monsters[i]._mVar1 = fx; |
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Monsters[i]._mVar2 = fy; |
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Monsters[i]._mVar3 = endDir; |
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Monsters[i]._mdir = endDir; |
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NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); |
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Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff }; |
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} |
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@ -1504,7 +1499,6 @@ void M_StartAttack(int i)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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} |
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void M_StartRAttack(int i, missile_id missileType, int dam) |
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@ -1517,7 +1511,6 @@ void M_StartRAttack(int i, missile_id missileType, int dam)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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} |
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void M_StartRSpAttack(int i, missile_id missileType, int dam) |
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@ -1534,7 +1527,6 @@ void M_StartRSpAttack(int i, missile_id missileType, int dam)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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} |
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void M_StartSpAttack(int i) |
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@ -1545,7 +1537,6 @@ void M_StartSpAttack(int i)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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} |
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void M_StartEat(int i) |
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@ -1741,7 +1732,6 @@ void MonstStartKill(int i, int pnum, bool sendmsg)
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PlayEffect(i, 2); |
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Direction md = pnum >= 0 ? M_GetDir(i) : monst->_mdir; |
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monst->_mdir = md; |
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NewMonsterAnim(*monst, MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None); |
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monst->_mmode = MM_DEATH; |
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monst->_mgoal = MGOAL_NONE; |
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@ -1787,7 +1777,6 @@ void M2MStartKill(int i, int mid)
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if (Monsters[mid].MType->mtype == MT_GOLEM) |
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md = DIR_S; |
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Monsters[mid]._mdir = md; |
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NewMonsterAnim(Monsters[mid], MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None); |
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Monsters[mid]._mmode = MM_DEATH; |
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Monsters[mid].position.offset = { 0, 0 }; |
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@ -1852,7 +1841,6 @@ void M_StartFadein(int i, Direction md, bool backwards)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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Monsters[i]._mFlags &= ~MFLAG_HIDDEN; |
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if (backwards) { |
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Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION; |
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@ -1871,7 +1859,6 @@ void M_StartFadeout(int i, Direction md, bool backwards)
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Monsters[i].position.offset = { 0, 0 }; |
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Monsters[i].position.future = Monsters[i].position.tile; |
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Monsters[i].position.old = Monsters[i].position.tile; |
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Monsters[i]._mdir = md; |
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if (backwards) { |
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Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION; |
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Monsters[i].AnimInfo.CurrentFrame = Monsters[i].AnimInfo.NumberOfFrames; |
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