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