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Update levels
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@ -425,6 +425,7 @@
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#define SFG_MONSTER_ATTACK_FIREBALL_BULLET 3
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#define SFG_MONSTER_ATTACK_PLASMA 4
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#define SFG_MONSTER_ATTACK_EXPLODE 5
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#define SFG_MONSTER_ATTACK_FIREBALL_PLASMA 6
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#define SFG_MONSTER_ATTRIBUTE(attackType,aggressivity0to255,health0to255,spriteSize0to3) \
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((uint16_t) ( \
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@ -461,7 +462,7 @@ uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,165,170,3),
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/* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,55,92,1),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,75,255,3),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,75,255,3),
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/* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0),
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/* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1)
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};
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8
game.h
8
game.h
@ -2174,6 +2174,12 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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SFG_PROJECTILE_BULLET;
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break;
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case SFG_MONSTER_ATTACK_FIREBALL_PLASMA:
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projectile = (SFG_random() < 128) ?
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SFG_PROJECTILE_FIREBALL :
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SFG_PROJECTILE_PLASMA;
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break;
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default:
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projectile = SFG_PROJECTILE_NONE;
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break;
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@ -4341,7 +4347,7 @@ void SFG_drawWinOverlay()
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uint32_t time = blink ? timeTotal : SFG_currentLevel.completionTime10sOfS;
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x += SFG_drawNumber(time / 10,x,y,SFG_FONT_SIZE_SMALL,7) *
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CHAR_SIZE;
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CHAR_SIZE + SFG_FONT_SIZE_SMALL;
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char timeRest[5] = ".X s";
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@ -29,7 +29,7 @@
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// #define SFG_START_LEVEL 6
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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_INFINITE_AMMO 1
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