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Rusalka/Topielec graphics
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29
graph.cpp
29
graph.cpp
@ -1841,6 +1841,35 @@ EX bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t
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return false;
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}
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case moRusalka: {
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col = watercolor(0);
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bool girl = princessgender() == GEN_F;
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if(girl) {
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const transmatrix VBS = VBODY * otherbodyparts(V, col, m, footphase);
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ShadowV(V, cgi.shFemaleBody);
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queuepoly(VBS, cgi.shFemaleBody, watercolor(100));
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queuepoly(VHEAD1, cgi.shFemaleHair, watercolor(150));
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// queuepoly(VHEAD2, cgi.shFlowerHair, watercolor(50));
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// queuepoly(VHEAD, cgi.shWitchHair, watercolor(150));
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queuepoly(VHEAD1, cgi.shPFace, watercolor(200));
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queuepoly(VHEAD1, cgi.shWightCloak, watercolor(50) & 0xFFFFFF80);
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humanoid_eyes(V, col | 0xFF);
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}
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else {
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const transmatrix VBS = VBODY * otherbodyparts(V, col, m, footphase);
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ShadowV(V, cgi.shPBody);
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queuepoly(VBS, cgi.shPBody, watercolor(100));
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queuepoly(VBS, cgi.shSuspenders, watercolor(150));
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queuepoly(VHEAD1, cgi.shPHead, watercolor(50));
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queuepoly(VHEAD1, cgi.shPFace, watercolor(200));
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queuepoly(VHEAD1, cgi.shWightCloak, watercolor(50) & 0xFFFFFF80);
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humanoid_eyes(V, col | 0xFF);
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}
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return false;
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}
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case moSlime: {
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queuepoly(VFISH, cgi.shSlime, darkena(col, 0, 0x80));
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queuepoly(VSLIMEEYE, cgi.shSlimeEyes, 0xFF);
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