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XEEN: Further renaming for _falling enum
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@ -639,7 +639,7 @@ void Interface::doStepCode() {
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// We can fly, we can.. oh wait, we can't!
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damage = 100;
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party._damageType = DT_PHYSICAL;
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_falling = FALL_1;
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_falling = FALL_IN_PROGRESS;
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break;
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case SURFTYPE_DESERT:
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// Without navigation skills, simulate getting lost by adding extra time
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@ -649,7 +649,7 @@ void Interface::doStepCode() {
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case SURFTYPE_CLOUD:
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if (!party._levitateCount) {
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party._damageType = DT_PHYSICAL;
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_falling = FALL_1;
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_falling = FALL_IN_PROGRESS;
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damage = 100;
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}
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break;
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@ -698,7 +698,7 @@ void Interface::startFalling(bool flag) {
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_falling = FALL_NONE;
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draw3d(true);
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_falling = FALL_2;
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_falling = FALL_START;
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draw3d(false);
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if (flag && (!isDarkCc || party._fallMaze != 0)) {
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@ -875,7 +875,7 @@ void Interface::startFalling(bool flag) {
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}
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}
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_falling = FALL_1;
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_falling = FALL_IN_PROGRESS;
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map.load(party._mazeId);
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if (flag) {
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@ -1241,10 +1241,10 @@ void Interface::draw3d(bool updateFlag, bool pauseFlag) {
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// Handle any darkness-based oscurity
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obscureScene(_obscurity);
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if (_falling == 1)
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if (_falling == FALL_IN_PROGRESS)
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handleFalling();
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if (_falling == 2) {
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if (_falling == FALL_START) {
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screen.saveBackground(1);
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}
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@ -49,8 +49,8 @@ enum IconsMode {
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enum FallState {
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FALL_NONE = 0,
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FALL_1 = 1,
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FALL_2 = 2
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FALL_IN_PROGRESS = 1,
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FALL_START = 2
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};
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#define HILIGHT_CHAR_DISABLED -2
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