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📄 char.cpp

📁 DragonRaja Client source version 1.4+ this source allow players join in (Hades Warfield or Monsters
💻 CPP
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			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促绊 菩哦阑 罐阑锭 技泼..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(261,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<60)
				{
					if (NGuardStoneAni[1][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[1][ch->sealstoneani]];	//第
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[2][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[2][ch->sealstoneani]];	//第
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[3][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[3][ch->sealstoneani]];	//吝埃
						PutCompressedImageFX( x,y, sp,5,2);
					}
					if (NGuardStoneAni[4][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[4][ch->sealstoneani]];	//菊捞促..
						PutCompressedImageFX( x,y, sp,5,2);
					}
					ch->sealstoneani++; 
				}
				else					// 俊聪皋捞记 风橇甫 倒疽促搁
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矫具俊 绝菌带 仇捞搁... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawBGuardStone(int AliveType,LPCHARACTER ch,int x,int y)		// 010924 LTS	// 011015 LTS
{
	Spr *sp;
	const char NGuardStoneAni[6][87]={  
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },		// 乞惑矫 (第)
		{ 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2 },		// 乞惑矫 (菊)
		{ 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9,10,10,10,11,11,11,12,12,12,13,13,13,14,14,14,15,15,15,16,16,16,17,17,17,18,19,20,21,21,22,22,23,23,24,24,25,25,25,26,26,26,27,27,27,28,28,28,29,29,29,30,30,30,31,31,31,32,32,32,33,33,33,34,34,34,35,35,35,-1 },		// 颇鲍矫 (第)
		{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36 },		// 颇鲍矫(吝埃)
		{-1,-1,-1,37,37,37,38,38,38,39,39,39,40,40,40,41,41,41,42,42,42,43,43,43,44,44,44,45,45,45,46,46,46,47,47,47,48,48,48,49,49,49,50,51,52,53,53,54,54,55,55,56,56,57,57,57,58,58,58,59,59,59,60,60,60,61,61,61,62,62,62,63,63,63,64,64,64,65,65,65,66,66,66,67,67,67,68 },        // 颇鲍矫 (菊)
		{36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36 } };
		
		
		if (AliveType)
		{
			if (ch->sealstoneani>86) ch->sealstoneani=0;
			sp = &CharSpr[ ch->sprno ].sp[0][NGuardStoneAni[0][ch->sealstoneani]];  
			PutCompressedImageShadow( x,y-5, sp);	
			PutCompressedImage( x,y, sp );                //窜鉴洒 靛肺雷 器牢飘甫 备茄促...
			sp = &CharSpr[ ch->sprno ].sp[0][NGuardStoneAni[1][ch->sealstoneani]];  
			PutCompressedImage( x,y, sp );                //窜鉴洒 靛肺雷 器牢飘甫 备茄促...
			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促绊 菩哦阑 罐阑锭 技泼..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(261,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<87)
				{
					if (NGuardStoneAni[2][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[2][ch->sealstoneani]];	//第
						PutCompressedImageShadow( x,y-5, sp);	
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[3][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[3][ch->sealstoneani]];	//吝埃
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[4][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[4][ch->sealstoneani]];	//菊捞促..
						PutCompressedImageFX( x,y, sp,5,2);
					}
					ch->sealstoneani++; 
				}
				else					// 俊聪皋捞记 风橇甫 倒疽促搁
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矫具俊 绝菌带 仇捞搁... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawCastleGateWay65(int AliveType,LPCHARACTER ch,int x,int y)				// 011015 LTS
{
	Spr *sp;
	const char CastleGateWayAni65[4][62]={	
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, //巩 何辑瘤绰芭
		{ 5, 2, 5, 5, 2, 2, 4, 4, 4, 3, 3, 4, 4, 2, 2, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16}, //磐瘤绰芭(飘罚胶)
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} };
		
		if (AliveType)
		{
			if (ch->sealstoneani<0||ch->sealstoneani>61) ch->sealstoneani=0;
			
			sp = &CharSpr[ ch->sprno ].sp[0][CastleGateWayAni65[0][ch->sealstoneani]];  
			PutCompressedImage( x,y, sp );                //窜鉴洒 靛肺雷 器牢飘甫 备茄促...
			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促绊 菩哦阑 罐阑锭 技泼..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(261,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<62)
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni65[1][ch->sealstoneani]];	//菊捞促..
					PutCompressedImage( x,y, sp );
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni65[2][ch->sealstoneani]];	//飘罚胶
					PutCompressedImageFX( x,y, sp,5,2);
					ch->sealstoneani++; 
				}
				else					// 俊聪皋捞记 风橇甫 倒疽促搁
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni65[3][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矫具俊 绝菌带 仇捞搁... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni65[3][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawCastleGateWay66(int AliveType,LPCHARACTER ch,int x,int y)			// 011015 LTS
{
	Spr *sp;
	const char CastleGateWayAni66[4][69]={	
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},	// 己巩何辑瘤绰芭
		{ 2, 2, 2, 2, 4, 4, 4, 4, 4, 4, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16, 6, 6, 7, 7, 8, 8, 9, 9,10},	// 飘坊胶
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} };
		
		if (AliveType)
		{
			if (ch->sealstoneani<0||ch->sealstoneani>69) ch->sealstoneani=0;
			
			sp = &CharSpr[ ch->sprno ].sp[0][CastleGateWayAni66[0][ch->sealstoneani]];  
			PutCompressedImage( x,y, sp );                //窜鉴洒 靛肺雷 器牢飘甫 备茄促...
			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促绊 菩哦阑 罐阑锭 技泼..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(260,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<69)
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni66[1][ch->sealstoneani]];	//菊捞促..
					PutCompressedImage( x,y, sp );
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni66[2][ch->sealstoneani]];	//飘罚胶
					PutCompressedImageFX( x,y, sp,5,2);
					ch->sealstoneani++; 
				}
				else					// 俊聪皋捞记 风橇甫 倒疽促搁
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni66[3][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矫具俊 绝菌带 仇捞搁... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni66[3][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawCastleGateWay67(int AliveType,LPCHARACTER ch,int x,int y)			// 011015 LTS
{
	Spr *sp;
	const char CastleGateWayAni67[4][69]={	
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},	// 己巩何辑瘤绰芭
		{ 2, 2, 2, 2, 4, 4, 4, 4, 4, 4, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16, 6, 6, 7, 7, 8, 8, 9, 9,10},	// 飘坊胶
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} };
		
		if (AliveType)
		{
			if (ch->sealstoneani<0||ch->sealstoneani>69) ch->sealstoneani=0;
			
			sp = &CharSpr[ ch->sprno ].sp[0][CastleGateWayAni67[0][ch->sealstoneani]];  
			PutCompressedImage( x,y, sp );                //窜鉴洒 靛肺雷 器牢飘甫 备茄促...
			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促绊 菩哦阑 罐阑锭 技泼..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(260,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<69)
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni67[1][ch->sealstoneani]];	//菊捞促..
					PutCompressedImage( x,y, sp );
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni67[2][ch->sealstoneani]];	//飘罚胶
					PutCompressedImageFX( x,y, sp,5,2);
					ch->sealstoneani++; 
				}
				else					// 俊聪皋捞记 风橇甫 倒疽促搁
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni67[3][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矫具俊 绝菌带 仇捞搁... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][CastleGateWayAni67[3][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawGuardTower(int nAction, LPCHARACTER ch, int x, int y)
{	//< CSD-040317
	int& rChange = ch->mantle;
	int& rAction = ch->jjing;

	const char aGuardTower[6][56] =
	{   //1	  2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56
		// 扁夯
		{ 0,  0,  0,  0,  1,  1,  1,  1,  2,  2,  2,  2,  3,  3,  3,  3,  4,  4,  4,  4,  5,  5,  5,  5,  6,  6,  6,  6,  0,  0,  0,  0,  1,  1,  1,  1,  2,  2,  2,  2,  3,  3,  3,  3,  4,  4,  4,  4,  5,  5,  5,  5,  6,  6,  6,  6},
		{11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17}, 
		// 傍拜
		{33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33},
		{26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 31, 31, 31, 31, 31, 31, 31, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 31, 31, 31}, 
		// 磷扁
		{ 0,  0,  0,  0,  1,  1,  1,  1,  2,  2,  2,  2,  3,  3,  3,  3,  4,  4,  4,  4,  5,  5,  5,  5,  6,  6,  6,  6,  7,  7,  7,  7,  7,  8,  8,  8,  8,  8,  9,  9,  9,  9,  9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10},
		{21, 21, 21, 21, 18, 18, 18, 18, 20, 20, 20, 20, 19, 19, 19, 19, 20, 20, 20, 20, 18, 18, 18, 18, 21, 21, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 30, 30, 30, 31, 31, 31, 32, 32, 32}
	};
		
	Spr* sp = NULL;
	
	switch (nAction)
	{
	case MON1_BATTLE_WALK:
	case MON1_ATTACKED:
	case MON1_BATTLE_ATTACK:
	case MON1_STAND_UP:
	case MON1_CASTING_MAGIC:
	case MON1_BATTLE_ATTACK2:
	case MON1_BATTLE_ATTACK3:
	case MON1_JUST_ACTION:
		{
			nAction = MON1_NONE;
			break;
		}
	}

	if (nAction == MON1_NONE && rAction == MON1_BATTLE_MAGIC)
	{
		nAction = MON1_BATTLE_MAGIC;
	}

	if (nAction == MON1_NONE)
	{
		rChange = 0;

		if (ch->sealstoneani < 0 || ch->sealstoneani > 55)
		{
			ch->sealstoneani = 0;
		}

		sp = &CharSpr[ch->sprno].sp[0][aGuardTower[0][ch->sealstoneani]];
		PutCompressedImage(x, y, sp);
		sp = &CharSpr[ch->sprno].sp[0][aGuardTower[1][ch->sealstoneani]];
		PutCompressedImageFX(x, y, sp, 5, 2);
		++ch->sealstoneani;
	}

	if (nAction == MON1_BATTLE_MAGIC)
	{
		sp = &CharSpr[ch->sprno].sp[0][aGuardTower[2][ch->sealstoneani]];
		PutCompressedImage(x, y, sp);
		
		if (++ch->sealstoneani == 56)
		{
			rAction = MON1_NONE;
			return;
		}
	}

	if (nAction == MON1_DIE)
	{
		switch (rChange)
		{
		case 0:
			{
				sp = &CharSpr[ch->sprno].sp[0][aGuardTower[0][ch->sealstoneani]];
				PutCompressedImage(x, y, sp);
				sp = &CharSpr[ch->sprno].sp[0][aGuardTower[1][ch->sealstoneani]];
				PutCompressedImageFX(x, y, sp, 5, 2);

				if (++ch->sealstoneani >= 56)
				{
					ch->sealstoneani = 0;
					rChange = 1;
				}

				break;
			}
		case 1:
			{	//OutputDebugString(VA("%d, %d\n", ch->sealstoneani, aGuardTower[4][ch->sealstoneani]));
				sp = &CharSpr[ch->sprno].sp[0][aGuardTower[4][ch->sealstoneani]];
				PutCompressedImage( x,y, sp );
				sp = &CharSpr[ch->sprno].sp[0][aGuardTower[5][ch->sealstoneani]];
				PutCompressedImageFX(x, y, sp, 5, 2);
				
				if (++ch->sealstoneani >= 56)
				{
					ch->sealstoneani = 28;
					rChange = 2;
				}

				break;
			}
		default:
			{
				if (ch->sealstoneani >= 28)
				{
				
					sp = &CharSpr[ch->sprno].sp[0][aGuardTower[4][55]];
					PutCompressedImage( x,y, sp );
					sp = &CharSpr[ch->sprno].sp[0][aGuardTower[5][ch->sealstoneani]];
					PutCompressedImageFX(x, y, sp, 5, 2);
				}

				if (++ch->sealstoneani >= 56)
				{
					ch->sealstoneani = 28;
				}

				break;
			}
		}
	}

	rAction = nAction;
}	//> CSD-040317

// 010925 LTS _________________________________________________________________
void DrawDragon(LPCHARACTER ch,int nX,int nY)			// LTS DRAGON MODIFY
{
	nY -= ch->height;									//臭捞蔼阑 啊瘤绊 乐绰 某腐磐狼 臭捞蔼 哗具瘤!
	switch (ch->viewtype)
	{
	case VIEWTYPE_STONE_:
		{ 
			//			PutCompressedImageShadow(nX,nY-5, ch->sp);	
			PutCompressedImageCharRGB(nX, nY, ch->sp, COLOR_STONE);
			break;
		}
	case VIEWTYPE_POISON_:
		{
			//			PutCompressedImageShadow(nX,nY-5, ch->sp);	
			PutCompressedImageCharRGB(nX, nY, ch->sp, COLOR_POISON);
			break;
		}
	case VIEWTYPE_CONFUSI

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