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Don't hurt dead monsters
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parent
3e23f04a10
commit
597242b353
10
game.h
10
game.h
@ -1959,7 +1959,10 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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{
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SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
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SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
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if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE)
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uint16_t state = SFG_MR_STATE(*monster);
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if ((state == SFG_MONSTER_STATE_INACTIVE) ||
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(state == SFG_MONSTER_STATE_DEAD))
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continue;
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continue;
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RCL_Unit monsterHeight =
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RCL_Unit monsterHeight =
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@ -3029,7 +3032,10 @@ void SFG_gameStepPlaying()
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{
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE)
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uint8_t state = SFG_MR_STATE(*m);
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if ((state == SFG_MONSTER_STATE_INACTIVE) ||
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(state == SFG_MONSTER_STATE_DEAD))
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continue;
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continue;
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RCL_Unit pX, pY, pZ;
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RCL_Unit pX, pY, pZ;
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@ -31,7 +31,7 @@
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#define SFG_IMMORTAL 1
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#define SFG_IMMORTAL 1
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#define SFG_UNLOCK_DOOR 1
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#define SFG_UNLOCK_DOOR 1
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#define SFG_REVEAL_MAP 1
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#define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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#define SFG_INFINITE_AMMO 1
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#define MUSIC_VOLUME 4
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#define MUSIC_VOLUME 4
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