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falling birds now trigger trapdoors, also animation is added
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edf4dd42cc
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9
game.cpp
9
game.cpp
@ -3251,6 +3251,10 @@ void moveEffect(cell *ct, cell *cf, eMonster m) {
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if((ct->wall == waClosePlate || ct->wall == waOpenPlate) && !ignoresPlates(m))
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toggleGates(ct, ct->wall);
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if(m == moDeadBird && cf == ct && cellUnstable(cf)) {
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fallingFloorAnimation(cf);
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cf->wall = waChasm;
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}
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if(ct->wall == waArrowTrap && !ignoresPlates(m))
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activateArrowTrap(ct);
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@ -3405,7 +3409,10 @@ void moveMonster(cell *ct, cell *cf) {
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}
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if(m != moMimic) animateMovement(cf, ct, LAYER_SMALL);
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// the following line is necessary because otherwise plates disappear only inside the sight range
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if(cellUnstable(cf) && !ignoresPlates(m)) cf->wall = waChasm;
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if(cellUnstable(cf) && !ignoresPlates(m)) {
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fallingFloorAnimation(cf);
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cf->wall = waChasm;
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}
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moveEffect(ct, cf, m);
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if(ct->wall == waCamelotMoat &&
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(m == moShark || m == moCShark || m == moGreaterShark))
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