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.
This commit is contained in:
@@ -206,7 +206,7 @@ doit:
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(void) passive(mon, FALSE, 1, AT_KICK, FALSE);
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return;
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} else {
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mnexto(mon);
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maybe_mnexto(mon);
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if(mon->mx != x || mon->my != y) {
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if(glyph_is_invisible(levl[x][y].glyph)) {
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unmap_object(x, y);
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