diff --git a/Source/monster.cpp b/Source/monster.cpp index 49065ebb6..ca3a60581 100644 --- a/Source/monster.cpp +++ b/Source/monster.cpp @@ -1402,7 +1402,6 @@ void M_StartStand(int i, Direction md) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; M_Enemy(i); } @@ -1425,7 +1424,6 @@ void M_StartSpStand(int i, Direction md) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; } void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir) @@ -1441,7 +1439,6 @@ void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir Monsters[i]._mVar1 = xadd; Monsters[i]._mVar2 = yadd; Monsters[i]._mVar3 = endDir; - Monsters[i]._mdir = endDir; NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); Monsters[i].position.offset2 = { 0, 0 }; } @@ -1464,7 +1461,6 @@ void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y Monsters[i]._mmode = MM_WALK2; Monsters[i].position.velocity = { xvel, yvel }; Monsters[i]._mVar3 = endDir; - Monsters[i]._mdir = endDir; NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff }; } @@ -1491,7 +1487,6 @@ void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y Monsters[i]._mVar1 = fx; Monsters[i]._mVar2 = fy; Monsters[i]._mVar3 = endDir; - Monsters[i]._mdir = endDir; NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1); Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff }; } @@ -1504,7 +1499,6 @@ void M_StartAttack(int i) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; } void M_StartRAttack(int i, missile_id missileType, int dam) @@ -1517,7 +1511,6 @@ void M_StartRAttack(int i, missile_id missileType, int dam) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; } void M_StartRSpAttack(int i, missile_id missileType, int dam) @@ -1534,7 +1527,6 @@ void M_StartRSpAttack(int i, missile_id missileType, int dam) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; } void M_StartSpAttack(int i) @@ -1545,7 +1537,6 @@ void M_StartSpAttack(int i) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; } void M_StartEat(int i) @@ -1741,7 +1732,6 @@ void MonstStartKill(int i, int pnum, bool sendmsg) PlayEffect(i, 2); Direction md = pnum >= 0 ? M_GetDir(i) : monst->_mdir; - monst->_mdir = md; NewMonsterAnim(*monst, MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None); monst->_mmode = MM_DEATH; monst->_mgoal = MGOAL_NONE; @@ -1787,7 +1777,6 @@ void M2MStartKill(int i, int mid) if (Monsters[mid].MType->mtype == MT_GOLEM) md = DIR_S; - Monsters[mid]._mdir = md; NewMonsterAnim(Monsters[mid], MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None); Monsters[mid]._mmode = MM_DEATH; Monsters[mid].position.offset = { 0, 0 }; @@ -1852,7 +1841,6 @@ void M_StartFadein(int i, Direction md, bool backwards) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; Monsters[i]._mFlags &= ~MFLAG_HIDDEN; if (backwards) { Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION; @@ -1871,7 +1859,6 @@ void M_StartFadeout(int i, Direction md, bool backwards) Monsters[i].position.offset = { 0, 0 }; Monsters[i].position.future = Monsters[i].position.tile; Monsters[i].position.old = Monsters[i].position.tile; - Monsters[i]._mdir = md; if (backwards) { Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION; Monsters[i].AnimInfo.CurrentFrame = Monsters[i].AnimInfo.NumberOfFrames;