misbehavior when tethered aklys gets stuck in web
Reported by elunna after it was noticed on Hack'EM Closes #1152
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@@ -1750,6 +1750,8 @@ when using 'm #overview' to annotate a level other than current the one,
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include level number, and dungeon branch if not current one, in the
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prompt instead of generic "this level"
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when using 'm #overview' in the endgame, don't include non-endgame levels
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when a tethered aklys gets caught in a web, make sure it doesn't return
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and that the display of the tether gets cleaned up
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Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository
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@@ -3717,6 +3717,8 @@ bhit(
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boolean in_skip = FALSE, allow_skip = FALSE;
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boolean tethered_weapon = FALSE;
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int skiprange_start = 0, skiprange_end = 0, skipcount = 0;
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struct obj *was_returning =
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(iflags.returning_missile == obj) ? obj : (struct obj *) 0;
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if (weapon == KICKED_WEAPON) {
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/* object starts one square in front of player */
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@@ -3806,6 +3808,8 @@ bhit(
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ttmp->tseen = TRUE;
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newsym(x, y);
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}
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if (was_returning)
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iflags.returning_missile = (genericptr_t) 0;
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break;
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}
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@@ -3979,7 +3983,8 @@ bhit(
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point_blank = FALSE; /* affects passing through iron bars */
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}
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if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM && !tethered_weapon)
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if ((weapon != ZAPPED_WAND && weapon != INVIS_BEAM && !tethered_weapon)
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|| (was_returning && was_returning != iflags.returning_missile))
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tmp_at(DISP_END, 0);
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if (shopdoor)
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