version 1.42 | | version 1.43 |
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| | |
/* | | /* |
* static char *rcsid_monster_c = | | * static char *rcsid_monster_c = |
* "$Id: monster.c,v 1.42 2001/12/23 08:17:36 mwedel Exp $"; | | * "$Id: monster.c,v 1.43 2002/05/31 04:18:39 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
/* so i call it here direct again */ | | /* so i call it here direct again */ |
if(oph->head) /* force update the head - one arch one pic */ | | if(oph->head) /* force update the head - one arch one pic */ |
oph = oph->head; | | oph = oph->head; |
oph->anim_enemy_dir = -1; | | |
oph->anim_moving_dir = -1; | | |
| | |
| | |
if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ | | if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
enemy = op->enemy = NULL; | | enemy = op->enemy = NULL; |
| | |
enemy->attacked_by = op; /* our ptr */ | | enemy->attacked_by = op; /* our ptr */ |
enemy->attacked_by_count = op->count; /* our tag */ | | enemy->attacked_by_count = op->count; /* our tag */ |
get_rangevector(oph, enemy, &rv, 0); | | get_rangevector(oph, enemy, &rv, 0); |
oph->anim_enemy_dir = rv.direction; | | |
} | | } |
| | |
if(QUERY_FLAG(op, FLAG_SLEEP)||QUERY_FLAG(op, FLAG_BLIND) | | if(QUERY_FLAG(op, FLAG_SLEEP)||QUERY_FLAG(op, FLAG_BLIND) |
| | |
int newy = op->y+freearr_y[dir]; | | int newy = op->y+freearr_y[dir]; |
object *tmp; | | object *tmp; |
| | |
/* extended animation stuff */ | | |
if(op->head) | | |
op->head->anim_moving_dir = dir; | | |
else | | |
op->anim_moving_dir = dir; | | |
| | |
/* 0.94.2 - we need to set the direction for the new animation code. | | /* 0.94.2 - we need to set the direction for the new animation code. |
* it uses it to figure out face to use - I can't see it | | * it uses it to figure out face to use - I can't see it |
* breaking anything, but it might. | | * breaking anything, but it might. |