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Fixed: Skeletons not on level 3 did not behave like skeletons.
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NagyD committed Dec 24, 2019
1 parent bb3a041 commit 4acfe46
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6 changes: 6 additions & 0 deletions doc/ChangeLog.txt
Expand Up @@ -539,3 +539,9 @@ DONE: Enable use_custom_options by default in the INI.
FIXED: Fix priorities of sword and spike sounds. (As in PoP 1.3.)
The "spiked" sound didn't interrupt the normal spikes sound when the prince ran into spikes.
With PoP 1.3 sounds, the "guard hurt" sound didn't play when you hit a guard directly after parrying.

(no release date yet)
=================
(upcoming version)

FIXED: Skeletons not on level 3 did not behave like skeletons.
3 changes: 2 additions & 1 deletion src/seg002.c
Expand Up @@ -182,7 +182,8 @@ void __pascal far enter_guard() {
curr_guard_color &= 0x0F; // added; only least significant 4 bits are used for guard color

// level 3 has skeletons with infinite lives
if (current_level == 3) {
//if (current_level == 3) {
if (custom->tbl_guard_type[current_level] == 2) {
Char.charid = charid_4_skeleton;
} else {
Char.charid = charid_2_guard;
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