Make boulder dropping noise wake up monsters
Also, don't bother waking up monsters who would end up dead anyway.
This commit is contained in:
+4
-1
@@ -1714,6 +1714,7 @@ boolean confused, helmet_protects, byu, skip_uswallow;
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}
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}
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} else
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} else
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dmg = 0;
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dmg = 0;
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wake_nearto(u.ux, u.uy, 4 * 4);
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/* Must be before the losehp(), for bones files */
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/* Must be before the losehp(), for bones files */
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if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
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if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
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place_object(otmp2, u.ux, u.uy);
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place_object(otmp2, u.ux, u.uy);
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@@ -1771,7 +1772,6 @@ boolean confused, byu;
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xname(helmet), mhim(mtmp));
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xname(helmet), mhim(mtmp));
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}
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}
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}
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}
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wakeup(mtmp, byu);
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mtmp->mhp -= mdmg;
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mtmp->mhp -= mdmg;
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if (mtmp->mhp <= 0) {
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if (mtmp->mhp <= 0) {
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if (byu) {
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if (byu) {
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@@ -1780,7 +1780,10 @@ boolean confused, byu;
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pline("%s is killed.", Monnam(mtmp));
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pline("%s is killed.", Monnam(mtmp));
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mondied(mtmp);
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mondied(mtmp);
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}
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}
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} else {
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wakeup(mtmp, byu);
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}
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}
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wake_nearto(x, y, 4 * 4);
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} else if (u.uswallow && mtmp == u.ustuck) {
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} else if (u.uswallow && mtmp == u.ustuck) {
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obfree(otmp2, (struct obj *) 0);
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obfree(otmp2, (struct obj *) 0);
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/* fall through to player */
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/* fall through to player */
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