// seg004:07BF void __pascal far chomped() { curr_room_modif[curr_tilepos] |= 0x80; // put blood if (Char.frame != 178 && Char.room == curr_room) { Char.x = x_bump[tile_col + 5] + 7; Char.x = char_dx_forward(7 - !Char.direction); Char.y = y_land[Char.curr_row + 1]; take_hp(100); play_sound(sound_46_chomped); // something chomped seqtbl_offset_char(54); // chomped play_seq(); } }
// seg002:0BCD void __pascal far hurt_by_sword() { short distance; if (Char.alive >= 0) return; if (Char.sword != sword_2_drawn) { // Being hurt when not in fighting pose means death. take_hp(100); seqtbl_offset_char(seq_85_stabbed_to_death); // dying (stabbed unarmed) loc_4276: if (get_tile_behind_char() != 0 || (distance = distance_to_edge_weight()) < 4 ) { seqtbl_offset_char(seq_85_stabbed_to_death); // dying (stabbed) if (Char.charid != charid_0_kid && Char.direction < dir_0_right && // looking left (curr_tile2 == tiles_4_gate || get_tile_at_char() == tiles_4_gate) ) { Char.x = x_bump[tile_col - (curr_tile2 != tiles_4_gate) + 5] + 7; Char.x = char_dx_forward(10); } Char.y = y_land[Char.curr_row + 1]; Char.fall_y = 0; } else { Char.x = char_dx_forward(distance - 20); load_fram_det_col(); inc_curr_row(); seqtbl_offset_char(seq_81_kid_pushed_off_ledge); // Kid/Guard is killed and pushed off the ledge } } else { // You can't hurt skeletons if (Char.charid != charid_4_skeleton) { if (take_hp(1)) goto loc_4276; } seqtbl_offset_char(seq_74_hit_by_sword); // being hit with sword Char.y = y_land[Char.curr_row + 1]; Char.fall_y = 0; } // sound 13: Kid hurt (by sword), sound 12: Guard hurt (by sword) play_sound(Char.charid == charid_0_kid ? sound_13_kid_hurt : sound_12_guard_hurt); play_seq(); }
// seg004:07BF void __pascal far chomped() { #ifdef FIX_SKELETON_CHOMPER_BLOOD if (!(fixes->fix_skeleton_chomper_blood && Char.charid == charid_4_skeleton)) #endif curr_room_modif[curr_tilepos] |= 0x80; // put blood if (Char.frame != frame_178_chomped && Char.room == curr_room) { Char.x = x_bump[tile_col + 5] + 7; Char.x = char_dx_forward(7 - !Char.direction); Char.y = y_land[Char.curr_row + 1]; take_hp(100); play_sound(sound_46_chomped); // something chomped seqtbl_offset_char(seq_54_chomped); // chomped play_seq(); } }