don't call town entrance special node when debug warping

This commit is contained in:
2025-03-16 14:47:42 -05:00
parent 0e0a715c29
commit cf33980fec
4 changed files with 6 additions and 5 deletions

View File

@@ -69,7 +69,7 @@ void force_town_enter(short which_town,location where_start) {
}
//short entry_dir; // if 9, go to forced
void start_town_mode(short which_town, short entry_dir) {
void start_town_mode(short which_town, short entry_dir, bool debug_enter) {
short town_number;
short former_town;
bool monsters_loaded = false,town_toast = false;
@@ -326,7 +326,8 @@ void start_town_mode(short which_town, short entry_dir) {
if(no_thrash.count(&monst) == 0)
monst.active = eCreatureStatus::DEAD;
}
handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
if(!debug_enter)
handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
// Flush excess doomguards and viscous goos
for(short i = 0; i < univ.town.monst.size(); i++)