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monster orientation is now modelled in non-orientable geometries
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4
hyper.h
4
hyper.h
@@ -348,7 +348,8 @@ struct gcell {
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mondir : 8, // monster direction, for multi-tile monsters and graphics
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bardir : 8, // barrier direction
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stuntime : 8, // stun time left (for Palace Guards and Skeletons)
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hitpoints : 8; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
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hitpoints : 7, // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
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monmirror : 1; // monster mirroring state for nonorientable geometries
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unsigned landflags : 8; // extra flags for land
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#else
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@@ -2082,6 +2083,7 @@ struct animation {
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transmatrix wherenow;
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int attacking;
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transmatrix attackat;
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bool mirrored;
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};
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// we need separate animation layers for Orb of Domination and Tentacle+Ghost,
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