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graphics for Crusher/Slaying
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@@ -846,6 +846,10 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, dou
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queuepoly(VBODY, cs.charid >= 2 ? shSabre : shPSword, watercolor(0));
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else if(items[itRevolver])
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queuepoly(VBODY, shGunInHand, fc(314, cs.swordcolor, 3)); // 3 not colored
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else if(items[itOrbSlaying]) {
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queuepoly(VBODY, shFlailTrunk, fc(314, cs.swordcolor, 3));
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queuepoly(VBODY, shHammerHead, fc(314, cs.swordcolor, 3));
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}
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else if(!shmup::on)
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queuepoly(VBODY, cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored
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else if(shmup::curtime >= shmup::getPlayer()->nextshot)
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@@ -1239,9 +1243,8 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, dou
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queuepoly(VBODY, shTerraArmor1, darkena(col, 1, 0xFF));
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queuepoly(VBODY, shTerraArmor2, darkena(col, 0, 0xFF));
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queuepoly(VBODY, shTerraArmor3, darkena(col, 1, 0xFF));
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queuepoly(VBODY, shFlailBall, darkena(col, 0, 0XFF));
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queuepoly(VBODY, shFlailChain, darkena(col, 1, 0XFF));
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queuepoly(VBODY, shFlailTrunk, darkena(col, 0, 0XFF));
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queuepoly(VBODY, shFlailTrunk, darkena(col, 1, 0XFF));
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queuepoly(VBODY, shHammerHead, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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}
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