Sting vs level teleport revisted
This reverses all of c67f1dd710
except for the fixes37.0 entry and does a better job in a cleaner
fashion. If Sting is going to start glowing and "you materialize
on a different level" is pending, give the materialize message
before the glowing message. Otherwise handle both stop-glowing
and/or you-materialize in the normal fashion.
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@@ -416,6 +416,7 @@ E void NDECL(save_currentstate);
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#endif
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E void FDECL(u_collide_m, (struct monst *));
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E void FDECL(goto_level, (d_level *, BOOLEAN_P, BOOLEAN_P, BOOLEAN_P));
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E void NDECL(maybe_lvltport_feedback);
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E void FDECL(schedule_goto, (d_level *, BOOLEAN_P, BOOLEAN_P, int,
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const char *, const char *));
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E void NDECL(deferred_goto);
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@@ -219,7 +219,6 @@ struct instance_flags {
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int failing_untrap; /* move_into_trap() -> spoteffects() -> dotrap() */
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int in_lava_effects; /* hack for Boots_off() */
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int last_msg; /* indicator of last message player saw */
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int no_glow; /* controls see_monster()'s Sting_effects() */
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int override_ID; /* true to force full identification of objects */
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int parse_config_file_src; /* hack for parse_config_line() */
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int purge_monsters; /* # of dead monsters still on fmon list */
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