Ezlo wrote:
I know, but it's still kinda odd. Also, mimic characters trigger trapdoors, but slayer's dont. I don't know, I just want more options!
My guess is, looking at both the mimic and Slayer code, you should get the source, and add the following lines to Slayer.cpp:
ASSERT(dx || dy);
if (bWasOnTrapdoor)
this->pCurrentGame->pRoom->DestroyTrapdoor(this->wX - dx,
this->wY - dy, CueEvents);
Compile it, and you would then have a build of DROD where the Slayer drops the trapdoors. Ba-da-bing, ba-da-boom.
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--That guy with a million different aliases since he doesn't like this name anymore.