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@ -1320,9 +1320,7 @@ void CNpcEnemy::processShotDeathEnd( int _frames )
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m_speed++;
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m_speed++;
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}
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}
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DVECTOR const &offset = CLevel::getCameraPos();
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if ( !canRender() )
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if ( Pos.vy - offset.vy > VidGetScrH() )
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{
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{
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if ( m_data[m_type].respawning )
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if ( m_data[m_type].respawning )
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{
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{
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@ -125,6 +125,8 @@ public:
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bool suckUp( DVECTOR *suckPos, int _frames );
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bool suckUp( DVECTOR *suckPos, int _frames );
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int getHealth() {return(m_health);}
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int getHealth() {return(m_health);}
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bool alwaysThink() {return(m_isDying);} // makes sure enemy drops off screen and is killed normally
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protected:
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protected:
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// NPC data structure definitions //
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// NPC data structure definitions //
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