LOOPING_SOUND_ID,//Store looping sound IDs temporarily with this value. The game automatically cleans this up in Monster::OnDestroy() if you don't, since a monster that dies should not have their looping sound still playing.
LOOPING_SOUND_ID,//NOTE: Store looping sound IDs temporarily with this value. The game automatically cleans this up in Monster::OnDestroy() if you don't, since a monster that dies should not have their looping sound still playing.
PLAYED_FLAG,
PLAYED_FLAG,
HEALTH_PCT_PHASE,//Used for tracking the percentage a mechanic was done in Stone Golem Fight.
if(!GFX.count(texture))ERR(std::format("WARNING! Texture {} does not exist while trying to initialize Stage Mask Overlay!",texture));
if(!GFX.count(texture))ERR(std::format("WARNING! Texture {} does not exist while trying to initialize Stage Mask Overlay!",texture));
overlayPolygon.pos.insert(overlayPolygon.pos.begin(),overlayPolygon.middle());//Insert the middle point to the front of the overlay polygon's point list.
//Copy the first point provided from the original polygon to the end of the new overlay polygon since we have to fully connect the polygon for the texture to show up correctly.
//The stage mask polygon should define the first point as the center point, and all other points fanning out from the original point. Note that when doing this technique it is common to specify the second point a second time at the end to connect the final triangle.
m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT);//Make sure the slams are now reset if necessary.
m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT);//Make sure the slams are now reset if necessary.
if(StoneThrowRollSucceeds){//The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.
if(StoneThrowRollSucceeds){//The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.