Make Bob and enemies pop into white spheres when no blood option is selected.
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96949ec97c
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c36c36dd60
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@ -364,7 +364,14 @@ static void doDying(void)
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{
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world.bob->flags |= EF_GONE;
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if (app.config.blood)
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{
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throwFleshChunks(world.bob->x + world.bob->w / 2, world.bob->y + world.bob->h / 2, rrnd(3, 6));
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}
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else
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{
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addPopParticles(world.bob->x + world.bob->w / 2, world.bob->y + world.bob->h / 2);
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}
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world.state = WS_GAME_OVER;
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@ -46,6 +46,7 @@ extern double randF(void);
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extern int rrnd(int low, int high);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void throwFleshChunks(float x, float y, int amount);
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extern void addPopParticles(float x, float y);
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extern App app;
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extern Dev dev;
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@ -70,7 +70,14 @@ static void die2(void)
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u->alive = ALIVE_DEAD;
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if (app.config.blood)
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{
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throwFleshChunks(u->x + u->w / 2, u->y + u->h / 2, rrnd(3, 6));
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}
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else
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{
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addPopParticles(u->x + u->w / 2, u->y + u->h / 2);
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}
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if (rand() % 100 < 35)
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{
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@ -34,6 +34,7 @@ extern double randF(void);
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extern int rrnd(int low, int high);
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extern void throwFleshChunks(float x, float y, int amount);
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extern void updateObjective(char *targetName);
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extern void addPopParticles(float x, float y);
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extern App app;
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extern Dev dev;
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@ -200,6 +200,28 @@ void addExplosionParticles(float x, float y, float radius, int amount)
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}
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}
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void addPopParticles(float x, float y)
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{
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int i;
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Particle *p;
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for (i = 0; i < 12; i++)
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{
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->dx = (randF() - randF()) * 12;
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p->dx /= 5;
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p->dy = (randF() - randF()) * 12;
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p->dy /= 5;
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p->health = rrnd(FPS / 4, FPS);
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p->spriteTime = -1;
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p->spriteFrame = 0;
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p->sprite = smokeSprite;
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}
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}
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void addTeleportStar(float x, float y)
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{
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Particle *p;
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