Level graphical glitches fixed
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8b6d3bb6af
commit
9e0bb1f76a
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@ -75,6 +75,3 @@ exitdir 1
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4,41,4,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,70,4,
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4,4,4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
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layer2
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8,0,1
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9,0,1
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10,0,1
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@ -9,7 +9,6 @@ monsters
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134 11 25
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23 28 6
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6 11 12
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6 28 24
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6 29 18
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6 6 11
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18 9 5
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7
shared.c
7
shared.c
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@ -1378,8 +1378,11 @@ int loadimagesets(void) {
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loadspriteimage(P_CHOCOLATE,F_WALK1, "sprites/chocolate.png");
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imageset[P_CHOCOLATE].numimages = 1;
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// don't load image for P_RANDOM
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imageset[P_RANDOM].numimages = 0;
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// we never use it, but load an image for P_RANDOM
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// just in case... otehrwise we'll get crashes due to
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// NULL images.
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loadspriteimage(P_RANDOM,F_WALK1, "sprites/random.png");
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imageset[P_RANDOM].numimages = 1;
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loadspriteimage(P_NUMNETS,F_WALK1, "sprites/numnets.png");
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imageset[P_NUMNETS].numimages = 1;
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