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	shmup:: fixed the missiles for new character shapes
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							| @@ -3163,14 +3163,18 @@ bool celldrawer::draw_shmup_monster() { | |||||||
|           col = (mirrorcolor(det(view.T) < 0) << 8) | 0xFF; |           col = (mirrorcolor(det(view.T) < 0) << 8) | 0xFF; | ||||||
|         else |         else | ||||||
|           col = (minf[m->get_parenttype()].color << 8) | 0xFF; |           col = (minf[m->get_parenttype()].color << 8) | 0xFF; | ||||||
|         if(getcs().charid >= 10) { |  | ||||||
|           queuepoly(at_missile_level(view), cgi.shMissile, col); |         int id = ePlayershape(getcs().charid >> 1); | ||||||
|           ShadowV(view, cgi.shMissile); |  | ||||||
|           } |         if(playershapes[id].is_animal) { | ||||||
|         else if(getcs().charid >= 4) { |  | ||||||
|           queuepoly(at_missile_level(view), cgi.shPHead, col); |           queuepoly(at_missile_level(view), cgi.shPHead, col); | ||||||
|           ShadowV(view, cgi.shPHead); |           ShadowV(view, cgi.shPHead); | ||||||
|           } |           } | ||||||
|  |         else if(!playershapes[id].is_humanoid) { | ||||||
|  |            // this means it is a spaceship | ||||||
|  |           queuepoly(at_missile_level(view), cgi.shMissile, col); | ||||||
|  |           ShadowV(view, cgi.shMissile); | ||||||
|  |           } | ||||||
|         else if(peace::on) { |         else if(peace::on) { | ||||||
|           queuepolyat(at_missile_level(view), cgi.shDisk, col, PPR::MISSILE); |           queuepolyat(at_missile_level(view), cgi.shDisk, col, PPR::MISSILE); | ||||||
|           ShadowV(view, cgi.shPHead); |           ShadowV(view, cgi.shPHead); | ||||||
|   | |||||||
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