Makes monsters fall when the tile they are on falls
This is a case when phasing as a rogue in the crumbling rooms.
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8e39ff8346
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@ -598,13 +598,22 @@ monster_update(Monster *m, UpdateData *data)
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}
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}
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Position monsterRoomPos = position_to_room_coords(&m->sprite->pos);
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Position monsterRoomPos = position_to_room_coords(&m->sprite->pos);
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if (position_equals(&data->matrix->roomPos, &monsterRoomPos)
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if (position_equals(&data->matrix->roomPos, &monsterRoomPos)) {
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&& !m->stateIndicator.shownOnPlayerRoomEnter)
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{
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if (!m->stateIndicator.shownOnPlayerRoomEnter) {
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m->stateIndicator.shownOnPlayerRoomEnter = true;
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m->stateIndicator.shownOnPlayerRoomEnter = true;
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monster_set_state_display_time(m);
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monster_set_state_display_time(m);
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} else {
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} else {
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m->stateIndicator.shownOnPlayerRoomEnter = false;
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m->stateIndicator.shownOnPlayerRoomEnter = false;
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}
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if (m->sprite->state != SPRITE_STATE_FALLING &&
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m->sprite->state != SPRITE_STATE_PLUMMETED) {
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RoomSpace *space = roommatrix_get_space_for(data->matrix, &m->sprite->pos);
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if (space && space->lethal) {
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m->sprite->state = SPRITE_STATE_FALLING;
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}
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}
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}
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}
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if (m->state.current == STUNNED) {
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if (m->state.current == STUNNED) {
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@ -792,9 +801,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
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m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
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m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
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RoomSpace *space = roommatrix_get_space_for(rm, &m->sprite->pos);
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RoomSpace *space = roommatrix_get_space_for(rm, &m->sprite->pos);
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if (space->lethal) {
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if (space->trap) {
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m->sprite->state = SPRITE_STATE_FALLING;
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} else if (space->trap) {
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int dmg = space->trap->damage * 3;
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int dmg = space->trap->damage * 3;
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m->stats.hp -= dmg;
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m->stats.hp -= dmg;
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monster_hit(m, dmg);
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monster_hit(m, dmg);
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