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