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spaceship in turn-based mode attack is graphically represented by shooting a tiny missile, not by bumping
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@@ -742,7 +742,7 @@ EX cell *moveNormal(cell *c, flagtype mf) {
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}
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else if(m2) {
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attackMonster(c2, AF_NORMAL | AF_MSG, m);
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animateAttack(mi, LAYER_SMALL);
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animateCorrectAttack(mi, LAYER_SMALL, m);
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if(m == moFlailer && m2 == moIllusion)
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attackMonster(c, 0, m2);
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return c2;
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@@ -1156,7 +1156,7 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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if(!(mf & MF_NOATTACKS)) for(int j=0; j<c->type; j++)
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if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, af)) {
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attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, c->monst);
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animateAttack(movei(c, j), LAYER_SMALL);
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animateCorrectAttack(movei(c, j), LAYER_SMALL, c->monst);
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onpath_mark(c);
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// XLATC eagle
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return;
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@@ -1738,7 +1738,7 @@ EX void movegolems(flagtype flags) {
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else if((flags & AF_CRUSH) && !canAttack(c, m, c2, c2->monst, flags ^ AF_CRUSH ^ AF_MUSTKILL))
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markOrb(itOrbEmpathy), markOrb(itOrbSlaying);
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attackMonster(c2, flags | AF_MSG, m);
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animateAttack(movei(c, dir), LAYER_SMALL);
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animateCorrectAttack(movei(c, dir), LAYER_SMALL, m);
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spread_plague(c, c2, dir, m);
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produceGhost(c2, m2, m);
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sideAttack(c, dir, m, 0);
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