Fix inaccuracy: bloody water droplets
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@ -47,7 +47,7 @@ bitfield! {
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pub in_water, set_in_water: 8;
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pub weapon_hit_block, set_weapon_hit_block: 9; // 0x200
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pub hit_by_spike, set_hit_by_spike: 10; // 0x400
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pub water_splash_facing_right, set_water_splash_facing_right: 11; // 0x800
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pub bloody_droplets, set_bloody_droplets: 11; // 0x800
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pub force_left, set_force_left: 12; // 0x1000
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pub force_up, set_force_up: 13; // 0x2000
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pub force_right, set_force_right: 14; // 0x4000
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@ -708,6 +708,7 @@ pub trait PhysicalEntity {
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self.flags().set_hit_by_spike(true);
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if water {
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self.flags().set_in_water(true);
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self.flags().set_bloody_droplets(true);
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}
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}
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}
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@ -559,7 +559,7 @@ impl Player {
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droplet.cond.set_alive(true);
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droplet.y = self.y;
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droplet.direction =
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if self.flags.water_splash_facing_right() { Direction::Right } else { Direction::Left };
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if self.flags.bloody_droplets() { Direction::Right } else { Direction::Left };
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for _ in 0..7 {
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droplet.x = self.x + (state.game_rng.range(-8..8) * 0x200) as i32;
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@ -1121,7 +1121,7 @@ impl GameScene {
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droplet.cond.set_alive(true);
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droplet.y = npc.y;
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droplet.direction =
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if npc.flags.water_splash_facing_right() { Direction::Right } else { Direction::Left };
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if npc.flags.bloody_droplets() { Direction::Right } else { Direction::Left };
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for _ in 0..7 {
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droplet.x = npc.x + (npc.rng.range(-8..8) * 0x200) as i32;
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