kick/joust monster positioning (trunk only)
From a 7.5 year old news posting (with a reply by Kevin Hugo speaking
on behalf of slash'em...): when a monster "nimbly jumps to evade" hero's
kick, it can pass through walls and grid bugs can jump off their grid.
Likewise when a joust or staggering blow knocks a monster back, it could
move grid bugs diagonally. This fixes both cases.
Offhand I can't think of any other non-standard movement situations
which might need similar handling, but it wouldn't surprise me if there
are some. Leashed movement is close but I don't think maybe_mnexto helps.
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@@ -1289,6 +1289,7 @@ E void FDECL(killed, (struct monst *));
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E void FDECL(xkilled, (struct monst *,int));
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E void FDECL(mon_to_stone, (struct monst*));
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E void FDECL(mnexto, (struct monst *));
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E void FDECL(maybe_mnexto, (struct monst *));
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E boolean FDECL(mnearto, (struct monst *,XCHAR_P,XCHAR_P,BOOLEAN_P));
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E void FDECL(m_respond, (struct monst *));
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E void FDECL(setmangry, (struct monst *));
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