fixed barrier animation
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@@ -41,7 +41,7 @@ extern sf::RenderWindow mainPtr;
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extern eItemWinMode stat_window;
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extern eGameMode overall_mode;
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extern short current_spell_range;
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extern bool anim_onscreen,party_in_memory;
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extern bool party_in_memory;
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extern bool flushingInput;
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extern bool cartoon_happening, fog_lifted;
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extern short anim_step;
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@@ -727,8 +727,6 @@ void draw_terrain(short mode) {
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sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
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sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
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anim_onscreen = false;
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if(is_town())
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view_loc = univ.party.town_loc;
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if(is_combat())
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@@ -1635,4 +1633,4 @@ void HideShowMenuBar( ) {
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LMSetGrayRgn( originalGrayRgn );
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}
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*/
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*/
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@@ -27,7 +27,6 @@ extern short stat_window;
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extern bool cartoon_happening;
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extern eGameMode overall_mode;
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extern short current_spell_range;
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extern bool anim_onscreen;
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extern cUniverse univ;
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extern effect_pat_type current_pat;
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extern sf::RenderWindow mini_map;
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@@ -38,7 +37,7 @@ extern std::queue<pending_special_type> special_queue;
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extern location center;
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extern short which_combat_type;
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extern bool monsters_going,anim_onscreen;
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extern bool monsters_going;
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extern short num_targets_left;
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extern location spell_targets[8];
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@@ -107,11 +106,6 @@ void draw_one_terrain_spot (short i,short j,short terrain_to_draw) {
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anim_type = -1;
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}
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if(anim_type >= 0) {
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if((is_town()) || (is_out()))
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anim_onscreen = true;
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}
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rect_draw_some_item(*source_gworld, source_rect, terrain_screen_gworld, where_draw);
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}
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@@ -65,7 +65,7 @@ short fast_bang = false; // Note: This mostly behaves as a boolean variable, but
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std::vector<int> spec_item_array;
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short current_spell_range;
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eGameMode overall_mode = MODE_STARTUP;
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bool anim_onscreen = false,changed_display_mode = false;
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bool changed_display_mode = false;
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eItemWinMode stat_window = ITEM_WIN_PC1;
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bool monsters_going = false,boom_anim_active = false;
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bool finished_init = false;
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@@ -314,7 +314,6 @@ void update_terrain_animation() {
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if(overall_mode == MODE_STARTUP) return;
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if(!get_bool_pref("DrawTerrainAnimation", true)) return;
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if(!anim_onscreen) return;
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if(animTimer.getElapsedTime().asMilliseconds() < fortyTicks) return;
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anim_ticks++;
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