temp acid graphic
this is adapted from a BoA monster graphic, I think created by Andrew Hunter, who is already in the credits as the primary artist
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@@ -1457,7 +1457,7 @@ void draw_rest_screen() {
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// mode
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// mode
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// if 100, force
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// if 100, force
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// type
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// type
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// 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold
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// 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold 5 - unblockable 6 - acid
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// sound
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// sound
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// negative - pass sound explicitly
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// negative - pass sound explicitly
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// 0 or more: use lookup
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// 0 or more: use lookup
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@@ -1481,7 +1481,7 @@ void boom_space(location where,short mode,short type,short damage,short sound) {
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// return;
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// return;
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if((mode != 100) && (party_can_see(where) == 6))
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if((mode != 100) && (party_can_see(where) == 6))
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return;
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return;
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if(type < 0 || type > 5)
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if(type < 0 || type > 6)
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return;
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return;
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if((boom_anim_active) && (type != 3))
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if((boom_anim_active) && (type != 3))
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return;
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return;
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@@ -61,7 +61,7 @@ std::map<eDamageType,int> boom_gr = {
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{eDamageType::FIRE, 0},
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{eDamageType::FIRE, 0},
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{eDamageType::POISON, 2},
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{eDamageType::POISON, 2},
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{eDamageType::MAGIC, 1},
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{eDamageType::MAGIC, 1},
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{eDamageType::ACID, 3}, // TODO add an acid graphic
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{eDamageType::ACID, 6},
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{eDamageType::UNBLOCKABLE, 5},
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{eDamageType::UNBLOCKABLE, 5},
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{eDamageType::COLD, 4},
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{eDamageType::COLD, 4},
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{eDamageType::UNDEAD, 3},
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{eDamageType::UNDEAD, 3},
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