' scen/dead.txt - finding 2.4: a dead character still obeys the physics.
'
' StepCharacter left before Settle when cLife was zero.  In the original a
' dead character still runs animchar, gravity, addfall and checkfloor - only
' the control machine is skipped, because a corpse takes no input - and
' hitflr sends him to hardland.  Without it a guard killed at an edge hung in
' mid-air in his falling pose for the rest of the game.
'
' And AUTO.S CUTGUARD takes a guard off the screen once he has gone past the
' foot of it.  The port's CutGuard only ever dealt with the player leaving a
' room, so a guard who fell out of the bottom kept falling with his y wrapping
' round, and was drawn again from the top of the same screen.

' The guard on level 1 screen 3 is fought to death where he stands, and the
' floor is then taken from under the body.
SCEN a dead guard falls like anything else
AT 1 3 2 1
SWORD 1
SEED 17
RUN ..<<<<....>>>>>>>>>>>>>>........B...B...^..B...B...^..B...B...>..B...B..B...^..B...B...B...B...B...B...B...B...B...B..
WANT GUARDS 1
TYPE 3 4 2 1
TYPE 3 5 2 1
TYPE 3 6 2 1
TYPE 3 5 1 0
TYPE 3 6 1 0
RUN ..............
WANT OPPBY 2
WANT OPPFALL 0
END

' And one who goes past the foot of the screen is taken off it rather than
' left falling for ever.  The floor under him goes with nothing below it, and
' screen 3's bottom row is solid, so there is nowhere for him to land.
' The bottom row of screen 3 is solid, and a solid block is something you land
' ON, so it is taken out from under him too - otherwise he comes to rest on
' the floor of the room rather than leaving it.
SCEN a guard who falls out of the room is gone
AT 1 3 2 1
TYPE 3 7 1 0
TYPE 3 8 1 0
TYPE 3 7 2 0
TYPE 3 8 2 0
TYPE 3 9 2 0
SEED 17
RUN ..................
WANT GONE 1
WANT OPPID -1
END

' The control: an ordinary guard, left alone, stays where he is.
SCEN a guard standing on a floor stays on it
AT 1 3 2 1
SEED 17
RUN ..................
WANT GONE 0
WANT OPPID 2
WANT OPPBY 1
END
