Fixes some minor bugs caused by coding without testing
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@ -770,22 +770,19 @@ run_game_update(void)
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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map_update(&updateData);
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bool turnSwitch = false;
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if (currentTurn == PLAYER) {
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if (player_turn_over(gPlayer)) {
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currentTurn = MONSTER;
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player_reset_steps(gPlayer);
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map_on_new_turn(gMap);
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turnSwitch = true;
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}
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} else if (currentTurn == MONSTER) {
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if (map_move_monsters(gMap, gRoomMatrix)) {
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currentTurn = PLAYER;
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}
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}
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if (map_clear_expired_entities(gMap, gPlayer) || turnSwitch)
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map_clear_expired_entities(gMap, gPlayer);
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repopulate_roommatrix();
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}
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@ -99,11 +99,13 @@ action_spent(Player *p)
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p->stat_data.steps++;
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p->stat_data.total_steps++;
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if (p->stat_data.steps >= p->stats.speed) {
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for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (p->skills[i] != NULL && p->skills[i]->resetCountdown > 0)
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p->skills[i]->resetCountdown--;
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}
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}
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}
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static void
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on_monster_collision(Player *player,
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@ -109,7 +109,7 @@ projectile_update(Projectile *p, UpdateData *data)
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p->processedSpaces[roomPos.x][roomPos.y] = true;
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RoomSpace *space = &data->matrix->spaces[roomPos.x][roomPos.y];
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if (!space->occupied)
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if (!space->occupied && !space->monster)
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return;
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if (space->player)
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@ -379,11 +379,12 @@ skill_trip(Skill *skill, SkillData *data)
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RoomSpace *space = &data->matrix->spaces[targetPos.x][targetPos.y];
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mixer_play_effect(SWING0 + get_random(2));
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if (space->monster) {
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monster_push(space->monster, data->player, data->matrix, data->direction);
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mixer_play_effect(SWORD_HIT);
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int dmg = stats_fight(&data->player->stats, &space->monster->stats);
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gui_log("You trip %s causing it to fall away from you", space->monster->lclabel);
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monster_hit(space->monster, dmg);
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player_monster_kill_check(data->player, space->monster);
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monster_push(space->monster, data->player, data->matrix, data->direction);
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} else {
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gui_log("You flail at the air");
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