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Dice Reserve works in shmup
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@ -546,7 +546,7 @@ EX void moverefresh(bool turn IS(true)) {
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}
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}
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if(c->stuntime && !isMutantIvy(c)) {
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if(c->stuntime && !isMutantIvy(c)) {
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c->stuntime--;
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if(turn) c->stuntime--;
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int breathrange = sphere ? 2 : 3;
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int breathrange = sphere ? 2 : 3;
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if(c->stuntime == 0 && c->monst == moDragonHead) {
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if(c->stuntime == 0 && c->monst == moDragonHead) {
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// if moDragonHead is renamed to "Dragon Head", we might need to change this
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// if moDragonHead is renamed to "Dragon Head", we might need to change this
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@ -2462,7 +2462,7 @@ void activateMonstersAt(cell *c) {
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}
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}
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if(c->monst && isMimic(c->monst)) c->monst = moNone;
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if(c->monst && isMimic(c->monst)) c->monst = moNone;
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// mimics are awakened by awakenMimics
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// mimics are awakened by awakenMimics
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if(c->monst && !isIvy(c) && !isWorm(c) && !isMutantIvy(c) && !isKraken(c->monst) && c->monst != moPrincess && c->monst != moHunterGuard) {
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if(c->monst && !isIvy(c) && !isWorm(c) && !isMutantIvy(c) && !isKraken(c->monst) && c->monst != moPrincess && c->monst != moHunterGuard && !among(c->monst, moAnimatedDie, moAngryDie)) {
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// awaken as a monster
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// awaken as a monster
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monster *enemy = new monster;
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monster *enemy = new monster;
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enemy->at = Id;
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enemy->at = Id;
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@ -2655,6 +2655,7 @@ EX void turn(int delta) {
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moveivy();
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moveivy();
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movemutant();
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movemutant();
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if(havewhat&HF_HEX) movehex_all();
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if(havewhat&HF_HEX) movehex_all();
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if(havewhat & HF_DICE) groupmove(moAnimatedDie, 0);
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wandering();
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wandering();
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livecaves();
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livecaves();
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#if CAP_INV
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#if CAP_INV
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