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- //ganon flags:
- flag1: visible to amulet2 ->Move to 2
- flag2: but cloaked -> Move to 3
- flag3: shots are visible -> move to 4
- if ( family == eeGANON )
- {
- if ( editorflags & ENEMY_FLAG2 ) //ganon is visible to level 2 amulet
- {
- if ( current_item_power(itype_amulet) >= 2 ) //has amulet 2
- {
- if ( editorflags & ENEMY_FLAG3 ) //draw cloaked
- {
- sprite::drawcloaked(dest);
- }
- else
- {
- sprite::draw(dest);
- }
- }
- }
- }
- //general enemy flag 1 : Invisible
- //general enemy flag 2: revealed by amulet
- //general enemy flag 3: but draw cloaked
- In sprite::draw
- ```if(family !=eeGANON && hclk>0 && get_bit(quest_rules,qr_ENEMIESFLICKER))
- {
- if((frame&1)==1)
- sprite::draw(dest);
- }
- else
- sprite::draw(dest);```
- Padd sprite::draw() as follows:
- //if not invisible, or the player is using a lens of truth that sees invisivle enemies
- if ( (!editorflags & ENEMY_FLAG1)
- || ( lensclk
- && itemsbuf[Link.getLastLensID()].flags & ITEM_FLAG5 ) ) //not invisible
- {
- sprite::draw(dest);
- }
- else
- {
- if ( editorflags & ENEMY_FLAG2 ) //visible to amulet
- {
- if ( current_item_power(itype_amulet) an amulet
- {
- if ( editorflags & ENEMY_FLAG3 ) //draw cloaked
- {
- sprite::drawcloaked(dest);
- }
- else
- {
- sprite::draw(dest);
- }
- }
- }
- }
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