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movement animations now work in quotient geometries
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16
complex.cpp
16
complex.cpp
@@ -136,7 +136,7 @@ namespace whirlwind {
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for(int i=0; i<z-1; i++) {
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moveItem(whirlline[i], whirlline[i+1], true);
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if(whirlline[i]->item)
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animateMovement(whirlline[i+1], whirlline[i], LAYER_BOAT);
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animateMovement(whirlline[i+1], whirlline[i], LAYER_BOAT, NOHINT);
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}
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for(int i=0; i<z; i++)
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pickupMovedItems(whirlline[i]);
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@@ -995,7 +995,7 @@ namespace whirlpool {
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if(wfrom && wto && wfrom->wall == waBoat && wto->wall == waSea && !wto->monst) {
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wfrom->wall = waSea; wto->wall = waBoat;
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wto->mondir = neighborId(wto, wfrom);
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animateMovement(wfrom, wto, LAYER_BOAT);
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animateMovement(wfrom, wto, LAYER_BOAT, NOHINT);
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}
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if(wfrom && wto && wfrom->item && !wto->item && wfrom->wall != waBoat) {
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@@ -1206,7 +1206,7 @@ namespace mirror {
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continue;
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}
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c->monst = moMimic;
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moveMonster(c2, c);
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moveMonster(c2, c, m.second.spin);
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c2->monst = moNone;
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empathyMove(c, c2, neighborId(c2, c));
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m.second = cw2;
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@@ -1639,7 +1639,7 @@ namespace hive {
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// c->monst = moDeadBug, deadbug.push_back(c);
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}
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else {
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moveMonster(c2, c);
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moveMonster(c2, c, d);
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// pheromones!
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if(c->land == laHive && c->landparam < 90) c->landparam += 5;
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if(c2->land == laHive && c2->landparam < 90) c2->landparam += 5;
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@@ -2297,7 +2297,7 @@ namespace dragon {
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mountmove(c, c->mondir, true, c2);
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c->monst = c2->monst;
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c->hitpoints = c2->hitpoints;
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animateMovement(c2, c, LAYER_BIG);
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animateMovement(c2, c, LAYER_BIG, c->spin(c->mondir));
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c->stuntime = 2;
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if(c2->mondir == NODIR) { c->mondir = NODIR; c2->monst = moNone; return; }
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c = c2;
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@@ -2417,7 +2417,7 @@ namespace dragon {
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cmt->monst = cft->monst;
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cft->monst = moNone;
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mountmove(cmt, cmt->mondir, true, cft);
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animateMovement(cft, cmt, LAYER_BIG);
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animateMovement(cft, cmt, LAYER_BIG, allcells[i]->mondir);
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}
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while(c->mondir != NODIR) {
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c = c->mov[c->mondir];
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@@ -2656,7 +2656,7 @@ namespace kraken {
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noconflict = false; */
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/* if(noconflict) */ {
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// found = true;
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indAnimateMovement(acells[i].first, acells[i].second, LAYER_BIG);
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indAnimateMovement(acells[i].first, acells[i].second, LAYER_BIG, NOHINT);
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acells[i] = acells[size(acells)-1];
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acells.resize(size(acells)-1);
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i--;
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@@ -2872,7 +2872,7 @@ namespace prairie {
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}
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if(!cn->monst && !isPlayerOn(cn) && passable_for(cp->monst, cn, cp, P_DEADLY))
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moveMonster(cn, cp);
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moveMonster(cn, cp, NODIR);
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else {
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playSound(NULL, "hit-axe"+pick123());
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beastcrash(cn, cp);
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