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