set NonSecretCode based on the bitmap for any opened secret doors
rather then forcing applications to set this to a single bitmap. this results in much nicer looking secret doors that don't randomly flip bitmaps at all during and after opening.
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@ -274,6 +274,9 @@ if (i == 1 && xGridGlobal[xMapPosn] & DOOR_TYPE_SECRET)
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// Get grid map position that corresponds with the x wall
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// Get grid map position that corresponds with the x wall
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// position of where the door starts
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// position of where the door starts
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xSecretmPos = xMapPosn;
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xSecretmPos = xMapPosn;
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aeGlobal->NonSecretCode = xGridGlobal[xMapPosn] & 0xff;
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if (iLastX > xPlayer) // Door is to the right of player
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if (iLastX > xPlayer) // Door is to the right of player
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{
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{
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xSecretmPos1 = xMapPosn + 1;
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xSecretmPos1 = xMapPosn + 1;
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@ -301,6 +304,9 @@ if (i == 2 && yGridGlobal[yMapPosn] & DOOR_TYPE_SECRET)
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return (DoorCode | POV_DOORLOCKED);
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return (DoorCode | POV_DOORLOCKED);
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ySecretmPos = yMapPosn;
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ySecretmPos = yMapPosn;
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aeGlobal->NonSecretCode = yGridGlobal[yMapPosn] & 0xff;
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if (iLastY > yPlayer)
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if (iLastY > yPlayer)
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{
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{
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LastMapPosn = yMapPosn;
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LastMapPosn = yMapPosn;
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