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https://github.com/ZDoom/gzdoom-gles.git
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- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
- Added kill count awareness to A_ChangeFlag. - P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters aren't dormant (since there would be no way to activate them, and they were certainly not dormant when they died). SVN r1287 (trunk)
This commit is contained in:
parent
c1cefee2f4
commit
183b765cf2
7 changed files with 52 additions and 17 deletions
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@ -1,3 +1,10 @@
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November 14, 2008
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- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
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- Added kill count awareness to A_ChangeFlag.
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- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
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aren't dormant (since there would be no way to activate them, and they
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were certainly not dormant when they died).
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November 8, 2008
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November 8, 2008
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- Made sdl/i_system.cpp:I_GetTimePolled() functionally equivalent to the
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- Made sdl/i_system.cpp:I_GetTimePolled() functionally equivalent to the
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Win32 version.
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Win32 version.
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@ -155,7 +155,7 @@ bool AHolySpirit::IsOkayToAttack (AActor *link)
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{
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{
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return false;
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return false;
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}
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}
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if (!(link->flags&MF_SHOOTABLE))
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if (!(link->flags & MF_SHOOTABLE))
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{
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{
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return false;
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return false;
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}
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}
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@ -108,10 +108,9 @@ int AMageStaffFX2::SpecialMissileHit (AActor *victim)
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bool AMageStaffFX2::IsOkayToAttack (AActor *link)
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bool AMageStaffFX2::IsOkayToAttack (AActor *link)
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{
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{
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if (((link->flags3&MF3_ISMONSTER) || link->player)
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if (((link->flags3 & MF3_ISMONSTER) || link->player) && !(link->flags2 & MF2_DORMANT))
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&& !(link->flags2&MF2_DORMANT))
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{
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{
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if (!(link->flags&MF_SHOOTABLE))
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if (!(link->flags & MF_SHOOTABLE))
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{
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{
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return false;
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return false;
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}
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}
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@ -123,7 +122,11 @@ bool AMageStaffFX2::IsOkayToAttack (AActor *link)
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{
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{
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return false;
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return false;
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}
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}
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else if (P_CheckSight (this, link))
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if (target != NULL && target->IsFriend(link))
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{
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return false;
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}
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if (P_CheckSight (this, link))
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{
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{
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AActor *master = target;
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AActor *master = target;
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angle_t angle = R_PointToAngle2 (master->x, master->y,
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angle_t angle = R_PointToAngle2 (master->x, master->y,
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@ -84,7 +84,7 @@ void AMinotaurFriend::Serialize (FArchive &arc)
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bool AMinotaurFriend::IsOkayToAttack (AActor *link)
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bool AMinotaurFriend::IsOkayToAttack (AActor *link)
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{
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{
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if ((link->flags3&MF3_ISMONSTER) && (link != tracer))
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if ((link->flags3 & MF3_ISMONSTER) && (link != tracer))
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{
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{
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if (!((link->flags ^ flags) & MF_FRIENDLY))
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if (!((link->flags ^ flags) & MF_FRIENDLY))
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{ // Don't attack friends
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{ // Don't attack friends
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@ -542,9 +542,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
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while ((mo = iterator.Next()) != NULL)
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while ((mo = iterator.Next()) != NULL)
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{
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{
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if (!(mo->flags3&MF3_ISMONSTER)) continue;
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if (!(mo->flags3 & MF3_ISMONSTER)) continue;
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if (mo->health <= 0) continue;
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if (mo->health <= 0) continue;
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if (!(mo->flags&MF_SHOOTABLE)) continue;
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if (!(mo->flags & MF_SHOOTABLE)) continue;
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dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
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dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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if (dist > MINOTAUR_LOOK_DIST) continue;
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if ((mo == master) || (mo == self)) continue;
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if ((mo == master) || (mo == self)) continue;
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@ -1360,4 +1360,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
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}
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}
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return NULL;
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return NULL;
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}
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}
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@ -2184,7 +2184,7 @@ void P_NightmareRespawn (AActor *mobj)
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mo->SpawnPoint[1] = mobj->SpawnPoint[1];
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mo->SpawnPoint[1] = mobj->SpawnPoint[1];
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mo->SpawnPoint[2] = mobj->SpawnPoint[2];
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mo->SpawnPoint[2] = mobj->SpawnPoint[2];
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mo->SpawnAngle = mobj->SpawnAngle;
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mo->SpawnAngle = mobj->SpawnAngle;
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mo->SpawnFlags = mobj->SpawnFlags;
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mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
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mo->angle = ANG45 * (mobj->SpawnAngle/45);
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mo->angle = ANG45 * (mobj->SpawnAngle/45);
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mo->HandleSpawnFlags ();
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mo->HandleSpawnFlags ();
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@ -2403,14 +2403,17 @@ bool AActor::IsOkayToAttack (AActor *link)
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{
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{
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if (player) // Minotaur looking around player
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if (player) // Minotaur looking around player
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{
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{
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if ((link->flags3 & MF3_ISMONSTER) ||
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if ((link->flags3 & MF3_ISMONSTER) || (link->player && (link != this)))
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(link->player && (link != this)))
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{
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{
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if (!(link->flags&MF_SHOOTABLE))
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if (IsFriend(link))
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{
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{
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return false;
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return false;
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}
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}
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if (link->flags2&MF2_DORMANT)
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (link->flags2 & MF2_DORMANT)
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{
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{
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return false;
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return false;
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}
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}
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@ -2216,16 +2216,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
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if (fd != NULL)
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if (fd != NULL)
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{
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{
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bool kill_before, kill_after;
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kill_before = self->CountsAsKill();
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if (fd->structoffset == -1)
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if (fd->structoffset == -1)
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{
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{
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HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
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HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
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}
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}
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else
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else
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{
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{
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int * flagp = (int*) (((char*)self) + fd->structoffset);
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int *flagp = (int*) (((char*)self) + fd->structoffset);
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if (expression) *flagp |= fd->flagbit;
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if (expression)
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else *flagp &= ~fd->flagbit;
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{
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*flagp |= fd->flagbit;
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}
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else
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{
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*flagp &= ~fd->flagbit;
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}
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}
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kill_after = self->CountsAsKill();
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// Was this monster previously worth a kill but no longer is?
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// Or vice versa?
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if (kill_before != kill_after)
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{
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if (kill_after)
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{ // It counts as a kill now.
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level.total_monsters++;
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}
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else
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{ // It no longer counts as a kill.
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level.total_monsters--;
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}
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}
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}
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}
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}
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else
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else
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