From d2f4edc2092c47cf8c4de153ae9fb0603ce47634 Mon Sep 17 00:00:00 2001 From: PatR Date: Wed, 3 May 2023 05:20:13 -0700 Subject: [PATCH] 'm #genocided' bit Overlooked part of customizing the #genocided sort menu. A bit of unrelated trap.c formatting included. --- src/insight.c | 6 +++--- src/trap.c | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/src/insight.c b/src/insight.c index 6e38f6760..0c41b733d 100644 --- a/src/insight.c +++ b/src/insight.c @@ -1,4 +1,4 @@ -/* NetHack 3.7 insight.c $NHDT-Date: 1650875487 2022/04/25 08:31:27 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.60 $ */ +/* NetHack 3.7 insight.c $NHDT-Date: 1683116397 2023/05/03 12:19:57 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.94 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -2641,9 +2641,9 @@ set_vanq_order(boolean for_vanq) desc = "alphabetically"; any.a_int = i + 1; add_menu(tmpwin, &nul_glyphinfo, &any, *vanqorders[i][0], 0, - ATR_NONE, clr, vanqorders[i][2], + ATR_NONE, clr, desc, (i == flags.vanq_sortmode) ? MENU_ITEMFLAGS_SELECTED - : MENU_ITEMFLAGS_NONE); + : MENU_ITEMFLAGS_NONE); } Sprintf(buf, "Sort order for %s", for_vanq ? "vanquished monster counts (also genocided types)" diff --git a/src/trap.c b/src/trap.c index 5b39fd345..e48ccddd1 100644 --- a/src/trap.c +++ b/src/trap.c @@ -1,4 +1,4 @@ -/* NetHack 3.7 trap.c $NHDT-Date: 1680935652 2023/04/08 06:34:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.525 $ */ +/* NetHack 3.7 trap.c $NHDT-Date: 1683116409 2023/05/03 12:20:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.530 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Robert Patrick Rankin, 2013. */ /* NetHack may be freely redistributed. See license for details. */ @@ -497,8 +497,8 @@ maketrap(coordxy x, coordxy y, int typ) (void) set_levltyp(x, y, CORR); else if (IS_WALL(lev->typ) || lev->typ == SDOOR) (void) set_levltyp(x, y, gl.level.flags.is_maze_lev ? ROOM - : gl.level.flags.is_cavernous_lev ? CORR - : DOOR); + : gl.level.flags.is_cavernous_lev ? CORR + : DOOR); unearth_objs(x, y); break;