Fold get_wet() into water_damage().
This now ensures that dipping into water works like other sources of water damage. There is a potentially significant gameplay change here: dipping a container into uncursed water will wet all its contents. If this is a problem, then we should add another parameter to water_damage which will suppress this behaviour for dipping.
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@@ -3118,7 +3118,8 @@ boolean force;
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{
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boolean loose_obj = (obj && obj->where == OBJ_FREE), exploded = FALSE;
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(void) snuff_lit(obj);
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if (snuff_lit(obj))
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return 2;
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if(obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
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return 0;
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