- Reverted change that allowed "Heal Target" missiles to heal PCs (defeats the purpose of such items as a curse)
- Fixed a few bugs that caused crashes. - Made the code look a little nicer by eliminating the "town.town" redundancies. - Fiddled with ViewDlog a little. - Minor changes to graphics file (won't affect anything yet). git-svn-id: http://openexile.googlecode.com/svn/trunk@44 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -42,7 +42,7 @@ extern location pc_pos[6];
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extern bool modeless_exists[18],diff_depth_ok;
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extern short modeless_key[18];
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extern DialogPtr modeless_dialogs[18];
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extern short town_size[3];
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//extern short town_size[3];
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extern short town_type;
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extern short dialog_answer;
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@@ -778,7 +778,7 @@ short get_item(location place,short pc_num,bool check_container)
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bool item_near = false;
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short mass_get = 1;
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for (i = 0; i < T_M; i++)
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude == 1)
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&& (can_see(place,univ.town.monst.dudes[i].m_loc,0) < 5))
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mass_get = 0;
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@@ -798,11 +798,11 @@ short get_item(location place,short pc_num,bool check_container)
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}
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if (item_near == true)
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if (display_item(place,pc_num,mass_get,check_container) > 0) { // if true, there was a theft
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for (i = 0; i < T_M; i++)
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude % 2 != 1)
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&& (can_see(place,univ.town.monst.dudes[i].m_loc,0) < 5)) {
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make_town_hostile();
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i = T_M;
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i = univ.town->max_monst();
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add_string_to_buf("Your crime was seen!");
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}
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}
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@@ -829,7 +829,7 @@ void make_town_hostile()
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give_help(53,0,0);
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univ.town.monst.friendly = 1;
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////
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for (i = 0; i < T_M; i++)
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].summoned == 0)){
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univ.town.monst.dudes[i].attitude = 1;
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num = univ.town.monst.dudes[i].number;
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