document a hardcoded pit check
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@@ -444,7 +444,8 @@ bool impassable(ter_num_t terrain_to_check) {
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// NOTE: Seems to return 5 for "blocks sight", 1 for "obstructs missiles", 0 otherwise
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// NOTE: Seems to return 5 for "blocks sight", 1 for "obstructs missiles", 0 otherwise
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// So it should probably be called something like "get_opacity" instead.
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// So it should probably be called something like "get_opacity" instead.
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short get_blockage(ter_num_t terrain_type) {
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short get_blockage(ter_num_t terrain_type) {
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// little kludgy in here for pits
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// little kludgy in here for pits (but hardcoded check for 90 is forgivable
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// because we protect terrain 90 from redefinition)
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if((terrain_type == 90) && (is_combat()) && (which_combat_type == 0))
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if((terrain_type == 90) && (is_combat()) && (which_combat_type == 0))
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return 5;
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return 5;
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if(univ.scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT ||
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if(univ.scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT ||
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