- 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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@@ -56,7 +56,7 @@ extern Rect sbar_rect,item_sbar_rect,shop_sbar_rect;
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extern ControlHandle text_sbar,item_sbar,shop_sbar;
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extern location center;
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extern short pc_marked_damage[6],pc_dir[6];
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extern short monst_marked_damage[T_M];
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extern short monst_marked_damage[60];
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extern location pc_pos[6];
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//extern current_town_type univ.town;
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//extern big_tr_type t_d;
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@@ -133,11 +133,11 @@ extern location anim_str_loc;
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// if < 6; target PC, if >= 100, targ monst, if 6, go to anim_pc_loc
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short anim_pc_targets[6];
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short anim_monst_targets[T_M];
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short anim_monst_targets[60];
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short anim_pcs[6];
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location anim_pc_locs[6],anim_monst_locs[T_M];
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location anim_pc_locs[6],anim_monst_locs[60];
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location anim_string_loc;
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char anim_string[60];
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char last_light_mask[13][13];
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@@ -155,7 +155,7 @@ void apply_unseen_mask()
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if ((is_combat()) && (which_combat_type == 0))
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return;
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if (!(is_out()) && (univ.town.town->lighting_type > 0))
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if (!(is_out()) && (univ.town->lighting_type > 0))
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return;
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for (i = 0; i < 11; i++)
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@@ -208,7 +208,7 @@ void apply_light_mask()
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return;
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if (is_out())
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return;
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if (univ.town.town->lighting_type == 0)
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if (univ.town->lighting_type == 0)
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return;
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if (oval_region == NULL) {
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@@ -311,7 +311,7 @@ void start_missile_anim()
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}
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for (i = 0; i < 6; i++)
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pc_marked_damage[i] = 0;
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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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monst_marked_damage[i] = 0;
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have_missile = false;
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have_boom = false;
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