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HDB: Fix LIGHTBARREL in Slime & moving floats
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@ -1197,6 +1197,7 @@ void AI::animateEntity(AIEntity *e) {
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addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
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removeEntity(e);
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g_hdb->_sound->playSound(SND_BARREL_MELTING);
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return;
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}
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}
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} else if ((flags & kFlagLightMelt) && e->type == AI_LIGHTBARREL) {
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@ -1237,11 +1238,12 @@ void AI::animateEntity(AIEntity *e) {
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return;
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} else {
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// Make it float and splash in water
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e->state = STATE_FLOATING;
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addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT);
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floatEntity(e, STATE_FLOATING);
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g_hdb->_sound->playSound(SND_SPLASH);
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return;
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}
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}
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// If it is floating downstream, keep moving it
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if (flags & (kFlagPushRight | kFlagPushLeft | kFlagPushUp | kFlagPushDown)) {
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@ -1306,7 +1308,6 @@ void AI::animateEntity(AIEntity *e) {
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e->moveSpeed = kPushMoveSpeed >> 1;
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setEntityGoal(e, e->tileX + xv, e->tileY + yv);
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e->state = state;
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}
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}
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}
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} else if (((flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY)) & kFlagWater) && (e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK)) {
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