Fix monsters in outdoor combat showing up as empties
- And cut out few more legacy bits from the monster class
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@@ -2335,7 +2335,7 @@ void monster_attack_pc(short who_att,short target)
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attacker->m_type,sound_type) &&
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(store_hp - univ.party[target].cur_health > 0)) {
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damaged_message(store_hp - univ.party[target].cur_health,
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(i > 0) ? attacker->a23_type : attacker->a1_type);
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attacker->a[i].type);
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if (univ.party[target].status[10] > 0) {
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add_string_to_buf(" Shares damage! ");
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@@ -2507,7 +2507,7 @@ void monster_attack_monster(short who_att,short attackee)
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dam_type += DAMAGE_MARKED;
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if (damage_monst(attackee,7,r2,0,dam_type,sound_type) == true) {
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damaged_message(store_hp - target->health,
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(i > 0) ? attacker->a23_type : attacker->a1_type);
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attacker->a[i].type);
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if ((attacker->poison > 0) && (i == 0)) {
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poison_monst(target,attacker->poison);
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@@ -4795,7 +4795,7 @@ void add_new_action(short pc_num)
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short get_monst_sound(cCreature *attacker,short which_att) {
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short type,strength;
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type = (which_att == 0) ? attacker->a1_type : attacker->a23_type;
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type = attacker->a[which_att].type;
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strength = attacker->a[which_att];
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switch (type) {
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