redundant or inconsistent msleeping handling
Eliminate some redundant monster sleep handling pointed out by <email deleted>. I'm not sure if this is the right fix for mattackm(), but the wakeup-after-hit was definitely wrong for the case where that hit put the target to sleep. (I didn't try to make that actually take place but it is a possible outcome of monster-against-monster combat.)
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)muse.c 3.5 2006/04/17 */
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/* SCCS Id: @(#)muse.c 3.5 2007/02/07 */
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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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@@ -1156,8 +1156,6 @@ register struct obj *otmp;
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*in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
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if (cansee(mtmp->mx, mtmp->my))
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pline("%s resists the magic!", Monnam(mtmp));
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mtmp->msleeping = 0;
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if(mtmp->m_ap_type) seemimic(mtmp);
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} else if (!tele_restrict(mtmp))
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(void) rloc(mtmp, FALSE);
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}
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