Several bugfixes
- Fix light mask not rendering correctly - Fix terrain-sourced lighting not being calculated on scenario load - Fix light-removing items incorrectly applying their ability strength - Fix smash patterns not affecting opaque tiles (such as mouldy walls) - Fix monsters outside the light range not being rendered when fog is lifted - Fix town timers not being cancelled when you leave town - Fix non-existent outdoor wandering encounters sometimes triggering due to uninitialized data - Hard-wrap some doc lines
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@@ -602,7 +602,7 @@ location end_town_mode(short switching_level,location destination) { // returns
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to_return = univ.party.p_loc;
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std::remove_if(univ.party.party_event_timers.begin(), univ.party.party_event_timers.end(), [](const cTimer& t) {
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erase_if(univ.party.party_event_timers, [](const cTimer& t) {
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return t.node_type == 2;
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});
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