don't call town entrance special node when debug warping
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@@ -69,7 +69,7 @@ void force_town_enter(short which_town,location where_start) {
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}
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//short entry_dir; // if 9, go to forced
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void start_town_mode(short which_town, short entry_dir) {
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void start_town_mode(short which_town, short entry_dir, bool debug_enter) {
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short town_number;
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short former_town;
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bool monsters_loaded = false,town_toast = false;
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@@ -326,7 +326,8 @@ void start_town_mode(short which_town, short entry_dir) {
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if(no_thrash.count(&monst) == 0)
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monst.active = eCreatureStatus::DEAD;
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}
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handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
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if(!debug_enter)
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handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
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// Flush excess doomguards and viscous goos
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for(short i = 0; i < univ.town.monst.size(); i++)
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