Implemented an old Celtic Minstrel's suggestion : the kill_monst() function does now work on a local copy of the monster. That should be safer and fix all problems with faulty special nodes chains (like in Bandits 2 when the final pink boss form is destroyed then immediately replaced with the blue boss form, so that the "special on death" node checked is the new blue boss one ... effectively locking the game in that case)

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@142 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
Chokboyz
2009-12-06 18:14:36 +00:00
parent 46947167b9
commit ab39fe73af
4 changed files with 32 additions and 25 deletions

View File

@@ -176,7 +176,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR, int nCmd
RegisterClass(&wndclass2);
mainPtr = CreateWindow (szAppName, "Classic Blades of Exile 1.0",
mainPtr = CreateWindow (szAppName, "Classic Blades of Exile 1.1",
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN,
0,
0,