fix #M57 - alchemical potion explosion fails to wake monsters
From a bug report, the message when dipping one stack of potions into another triggers an explosion says "BOOM" yet nearby sleeping monsters remained undisturbed.
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@@ -368,6 +368,7 @@ cutting a long worm in half would trigger segfault/accvio crash if the hit
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blinded invisible hero can't see self as invisible via ';' or '/'
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a hangup save while picking up gold from shop floor could duplicate that gold
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jellyfish do not technically have a head
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potion explosion during failed alchemy should awaken nearby monsters
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Platform- and/or Interface-Specific Fixes
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@@ -1841,6 +1841,7 @@ dodip()
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/* KMH, balance patch -- acid is particularly unstable */
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if (obj->cursed || obj->otyp == POT_ACID || !rn2(10)) {
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pline("BOOM! They explode!");
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wake_nearto(u.ux, u.uy, (BOLT_LIM+1)*(BOLT_LIM+1));
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exercise(A_STR, FALSE);
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if (!breathless(youmonst.data) || haseyes(youmonst.data))
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potionbreathe(obj);
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