Fixed special spots; they now appear in-game, and disappear when they should.
git-svn-id: http://openexile.googlecode.com/svn/trunk@58 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -395,8 +395,8 @@ bool is_blocked(location to_check)
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// Keep away from marked specials during combat
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if ((is_combat()) && univ.town.is_spot(to_check.x, to_check.y))
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return true;
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if ((is_combat()) && (gr == 406))
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return true; // TODO: Replace gr == 406 with a blockage == clear/special && is_special() check
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if ((is_combat()) && (scenario.ter_types[coord_to_ter(to_check.x,to_check.y)].trim_type == TRIM_CITY))
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return true; // TODO: Maybe replace TRIM_CITY with a blockage == clear/special && is_special() check
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// Party there?
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if (is_town())
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