naming wielded weapons
I'm surprised that no one has noticed this one yet. When wielding two weapons, naming either of them caused two-weapon combat mode to stop (unless the weapon already had another name which was long enough to be overwritten by the new name without allocating a replacement object).
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@@ -123,6 +123,7 @@ fix crash when using lookat on an known invisible monster with monster syms set
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prevent getting stuck in infinite loop when using wizard mode #levelchange
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command to reduce level while having level-drain resistance
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naming an already wielded elven dagger "Sting" activates warning against orcs
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naming either of the wielded weapons unintentionally ends two-weapon combat
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Platform- and/or Interface-Specific Fixes
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@@ -361,8 +361,12 @@ const char *name;
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}
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if (obj->owornmask) {
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boolean save_twoweap = u.twoweap;
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/* unwearing the old instance will clear dual-wield mode
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if this object is either of the two weapons */
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setworn((struct obj *)0, obj->owornmask);
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setworn(otmp, otmp->owornmask);
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u.twoweap = save_twoweap;
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}
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/* replace obj with otmp */
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