comments
This commit is contained in:
@@ -1413,12 +1413,13 @@ static void handle_party_death() {
|
||||
for(cPlayer& pc : univ.party)
|
||||
if(pc.main_status == eMainStatus::FLED)
|
||||
pc.main_status = eMainStatus::ALIVE;
|
||||
// The party didn't die, they fled outdoor combat:
|
||||
if(is_combat() && univ.party.is_alive()) {
|
||||
// TODO: Should this only happen in outdoor combat? Or should we allow fleeing town during combat?
|
||||
end_town_mode(0,univ.party.town_loc);
|
||||
add_string_to_buf("End combat.");
|
||||
handle_wandering_specials(2);
|
||||
}
|
||||
// A split-off PC died, but the rest of the party may be alive.
|
||||
if(!univ.party.is_alive() && univ.party.is_split()) {
|
||||
univ.party.end_split(0);
|
||||
if(univ.party.left_in == size_t(-1) || univ.party.town_num == univ.party.left_in) {
|
||||
@@ -1435,6 +1436,7 @@ static void handle_party_death() {
|
||||
draw_terrain();
|
||||
put_pc_screen();
|
||||
put_item_screen(stat_window);
|
||||
// actual game over
|
||||
if(!univ.party.is_alive()) {
|
||||
play_sound(13);
|
||||
handle_death();
|
||||
|
Reference in New Issue
Block a user