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3d:: parrots and seeps now ignore depth testing
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@ -1323,6 +1323,9 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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m == moTameBomberbird || m == moWindCrow || m == moTameBomberbirdMoved ||
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m == moTameBomberbird || m == moWindCrow || m == moTameBomberbirdMoved ||
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m == moSandBird || m == moAcidBird) {
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m == moSandBird || m == moAcidBird) {
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ShadowV(V, shEagle);
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ShadowV(V, shEagle);
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if(m == moParrot && DIM == 3)
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queuepolyat(VBIRD, shEagle, darkena(col, 0, 0xFF), PPR::SUPERLINE);
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else
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queuepoly(VBIRD, shEagle, darkena(col, 0, 0xFF));
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queuepoly(VBIRD, shEagle, darkena(col, 0, 0xFF));
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}
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}
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else if(among(m, moSparrowhawk, moWestHawk)) {
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else if(among(m, moSparrowhawk, moWestHawk)) {
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@ -2658,7 +2658,7 @@ void buildpolys() {
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bshape(shKrakenEye2, PPR::ONTENTACLE_EYES2, ksc, 249);
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bshape(shKrakenEye2, PPR::ONTENTACLE_EYES2, ksc, 249);
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// monsters
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// monsters
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bshape(shGhost, PPR::MONSTER_BODY, scalefactor, 69);
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bshape(shGhost, DIM == 3 ? PPR::SUPERLINE : PPR::MONSTER_BODY, scalefactor, 69);
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bshape(shMiniGhost, PPR::MONSTER_BODY, scalefactor/3, 69);
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bshape(shMiniGhost, PPR::MONSTER_BODY, scalefactor/3, 69);
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bshape(shGargoyleWings, PPR::MONSTER_CLOAK, scalefactor, 70);
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bshape(shGargoyleWings, PPR::MONSTER_CLOAK, scalefactor, 70);
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bshape(shGargoyleBody, PPR::MONSTER_BODY, scalefactor, 71);
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bshape(shGargoyleBody, PPR::MONSTER_BODY, scalefactor, 71);
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