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@ -189,28 +189,33 @@ static int pick_death(Object* attacker, Object* defender, int damage, int damage
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}
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}
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}
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}
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if ((anim == ANIM_THROW_PUNCH
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if (anim == ANIM_THROW_PUNCH
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|| anim == ANIM_KICK_LEG
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|| anim == ANIM_KICK_LEG
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|| anim == ANIM_THRUST_ANIM
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|| anim == ANIM_THRUST_ANIM
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|| anim == ANIM_SWING_ANIM
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|| anim == ANIM_SWING_ANIM
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|| anim == ANIM_THROW_ANIM)
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|| anim == ANIM_THROW_ANIM) {
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&& violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD
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if (violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD && has_bloody_mess) {
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&& has_bloody_mess) {
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death_anim = ANIM_BIG_HOLE;
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death_anim = ANIM_BIG_HOLE;
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} else {
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} else if (anim == ANIM_FIRE_SINGLE
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death_anim = ANIM_FALL_BACK;
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&& damage_type == DAMAGE_TYPE_NORMAL
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}
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&& violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD
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} else if (anim == ANIM_FIRE_SINGLE && damage_type == DAMAGE_TYPE_NORMAL) {
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&& (has_bloody_mess || damage >= 45)) {
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if (violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD && (has_bloody_mess || damage >= 45)) {
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death_anim = ANIM_BIG_HOLE;
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death_anim = ANIM_BIG_HOLE;
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} else if (violence_level > VIOLENCE_LEVEL_NORMAL && (has_bloody_mess || damage >= 45)) {
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} else {
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death_anim = death_3[damage_type];
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death_anim = ANIM_FALL_BACK;
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if (check_death(defender, death_anim, VIOLENCE_LEVEL_MAXIMUM_BLOOD, hit_from_front) != death_anim) {
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death_anim = death_2[damage_type];
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}
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}
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} else if (violence_level > VIOLENCE_LEVEL_MINIMAL && (has_bloody_mess || damage >= 15)) {
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death_anim = death_2[damage_type];
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} else {
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} else {
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death_anim = ANIM_FALL_BACK;
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if (violence_level > VIOLENCE_LEVEL_NORMAL && (has_bloody_mess || damage >= 45)) {
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death_anim = death_3[damage_type];
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if (check_death(defender, death_anim, VIOLENCE_LEVEL_MAXIMUM_BLOOD, hit_from_front) != death_anim) {
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death_anim = death_2[damage_type];
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}
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} else if (violence_level > VIOLENCE_LEVEL_MINIMAL && (has_bloody_mess || damage >= 15)) {
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death_anim = death_2[damage_type];
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} else {
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death_anim = ANIM_FALL_BACK;
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}
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}
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}
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if (!hit_from_front && death_anim == ANIM_FALL_BACK) {
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if (!hit_from_front && death_anim == ANIM_FALL_BACK) {
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