fix empty monsters in activate_groups()

This commit is contained in:
2025-08-04 04:07:24 -05:00
committed by Celtic Minstrel
parent 2fe229f978
commit 1b0a7aa76a

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@@ -1193,7 +1193,7 @@ void activate_monsters(short code,short /*attitude*/) {
if(code == 0)
return;
for(short i = 0; i < univ.town->creatures.size(); i++)
if(univ.town->creatures[i].spec_enc_code == code) {
if(univ.town->creatures[i].number > 0 && univ.town->creatures[i].spec_enc_code == code) {
cTownperson& monst = univ.town->creatures[i];
univ.town.monst.assign(i, monst, univ.scenario.scen_monsters[monst.number], univ.party.easy_mode, univ.difficulty_adjust());
univ.town.monst[i].spec_enc_code = 0;