scatter() vs sinks
Objects shot, thrown, or kicked by the hero or by monsters stop short if they try to pass over a sink; make objects launched by an explosion behave similarly.
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@@ -1,4 +1,4 @@
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.450 $ $NHDT-Date: 1613171268 2021/02/12 23:07:48 $
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.451 $ $NHDT-Date: 1613258116 2021/02/13 23:15:16 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -382,6 +382,7 @@ prevent wish request "death wand" from matching Death monster and producing a
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grammar bit: "you hear a [AEF] note squeak in the distance" (should be "an")
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curses interface failed to honor menu_xxx option settings for menu interaction
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during engraving, spaces were counted instead of non-spaces
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when an explosion scatters objects, make any that fly over sinks stop there
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 explode.c $NHDT-Date: 1596498168 2020/08/03 23:42:48 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.71 $ */
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/* NetHack 3.7 explode.c $NHDT-Date: 1613258116 2021/02/13 23:15:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.76 $ */
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/* Copyright (C) 1990 by Ken Arromdee */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -754,6 +754,8 @@ scatter(int sx, int sy, /* location of objects to scatter */
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}
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stmp->ox = g.bhitpos.x;
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stmp->oy = g.bhitpos.y;
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if (IS_SINK(levl[stmp->ox][stmp->oy].typ))
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stmp->stopped = TRUE;
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}
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}
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}
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