Fix monsters in outdoor combat showing up as empties

- And cut out few more legacy bits from the monster class
This commit is contained in:
2014-04-19 02:04:12 -04:00
parent f8b40ec2ea
commit 211cf06b5c
4 changed files with 11 additions and 10 deletions

View File

@@ -2335,7 +2335,7 @@ void monster_attack_pc(short who_att,short target)
attacker->m_type,sound_type) &&
(store_hp - univ.party[target].cur_health > 0)) {
damaged_message(store_hp - univ.party[target].cur_health,
(i > 0) ? attacker->a23_type : attacker->a1_type);
attacker->a[i].type);
if (univ.party[target].status[10] > 0) {
add_string_to_buf(" Shares damage! ");
@@ -2507,7 +2507,7 @@ void monster_attack_monster(short who_att,short attackee)
dam_type += DAMAGE_MARKED;
if (damage_monst(attackee,7,r2,0,dam_type,sound_type) == true) {
damaged_message(store_hp - target->health,
(i > 0) ? attacker->a23_type : attacker->a1_type);
attacker->a[i].type);
if ((attacker->poison > 0) && (i == 0)) {
poison_monst(target,attacker->poison);
@@ -4795,7 +4795,7 @@ void add_new_action(short pc_num)
short get_monst_sound(cCreature *attacker,short which_att) {
short type,strength;
type = (which_att == 0) ? attacker->a1_type : attacker->a23_type;
type = attacker->a[which_att].type;
strength = attacker->a[which_att];
switch (type) {