//HEADER_GOES_HERE #include "../types.h" // unused, this was probably for blood boil/burn int spurtndx; // weak DeadStruct dead[MAXDEAD]; int stonendx; void __cdecl InitDead() { int i, j; int mtypes[MAXMONSTERS]; int idx; for (i = 0; i < MAXMONSTERS; i++) mtypes[i] = 0; idx = 0; for (i = 0; i < nummtypes; i++) { if (!mtypes[Monsters[i].mtype]) { for (j = 0; j < 8; j++) dead[idx]._deadData[j] = Monsters[i].Anims[MA_DEATH].Data[j]; dead[idx]._deadFrame = Monsters[i].Anims[MA_DEATH].Frames; dead[idx]._deadWidth = Monsters[i].flags_1; dead[idx]._deadWidth2 = Monsters[i].flags_2; dead[idx]._deadtrans = 0; Monsters[i].mdeadval = idx + 1; mtypes[Monsters[i].mtype] = ++idx; } } for (j = 0; j < 8; j++) dead[idx]._deadData[j] = misfiledata[MFILE_BLODBUR].mAnimData[0]; dead[idx]._deadtrans = 0; dead[idx]._deadFrame = 8; spurtndx = idx + 1; dead[idx]._deadWidth = 128; dead[idx]._deadWidth2 = 32; idx = spurtndx; for (j = 0; j < 8; j++) dead[idx]._deadData[j] = misfiledata[MFILE_SHATTER1].mAnimData[0]; dead[idx]._deadtrans = 0; dead[idx]._deadFrame = 12; stonendx = idx + 1; dead[idx]._deadWidth = 128; dead[idx]._deadWidth2 = 32; idx++; for (i = 0; i < nummonsters; i++) { int ii = monstactive[i]; if (monster[ii]._uniqtype) { for (j = 0; j < 8; j++) dead[idx]._deadData[j] = monster[ii].MType->Anims[MA_DEATH].Data[j]; dead[idx]._deadFrame = monster[ii].MType->Anims[MA_DEATH].Frames; dead[idx]._deadWidth = monster[ii].MType->flags_1; dead[idx]._deadWidth2 = monster[ii].MType->flags_2; dead[idx]._deadtrans = monster[ii]._uniqtrans + 4; monster[ii]._udeadval = idx + 1; idx++; } } } // 4B8CD8: using guessed type int spurtndx; void __fastcall AddDead(int dx, int dy, char dv, int ddir) { dDead[dx][dy] = (dv & 0x1F) + (ddir << 5); } void __cdecl SetDead() { for (int i = 0; i < nummonsters; i++) { int m = monstactive[i]; if (monster[m]._uniqtype) { for (int x = 0; x < MAXDUNX; x++) { for (int y = 0; y < MAXDUNY; y++) { if ((dDead[x][y] & 0x1F) == monster[m]._udeadval) ChangeLightXY(monster[m].mlid, x, y); } } } } }