pull request #465 - explding hero waking monsters

A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used.  When exploding at a monster it didn't
wake other monsters at all.

Fixes #465
This commit is contained in:
PatR
2021-03-29 09:35:43 -07:00
parent f0b63ae20c
commit 1e9fc3ddb3
3 changed files with 16 additions and 8 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 hack.c $NHDT-Date: 1609442596 2020/12/31 19:23:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.276 $ */
/* NetHack 3.7 hack.c $NHDT-Date: 1617035736 2021/03/29 16:35:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.281 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1751,7 +1751,8 @@ domove_core(void)
nomul(0);
if (explo) {
wake_nearby();
/* no monster has been attacked so we have bypassed explum() */
wake_nearto(u.ux, u.uy, 7 * 7); /* same radius as explum() */
u.mh = -1; /* dead in the current form */
rehumanize();
}