B02002 - drawbridge vs longworm
If a long worm's head is on the drawbridge and a tail segment is at the portcullis and you raise the drawbridge, bad monster handling occurs because of some recursion that occurs before set_entity is called again. Not sure when this last worked; it's broken in 3.4.2 as well. Modified e_died to ensure both entity objects for the same monster get cleaned up so subsequent e_at calls behave as expected.
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@@ -95,6 +95,7 @@ resuming interrupted 'A' sometimes ended with "You finished disrobing" twice
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when you're asleep you shouldn't "notice" monsters that have become undetected
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must be able to reach floor in order to use stethoscope on corpse or statue
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fix a few coordinate (y,y) -> (x,y) typos in apply.c, mon.c, and wizard.c
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killing a long worm on a drawbridge could produce a panic
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Platform- and/or Interface-Specific Fixes
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