more object->dknown handling
Fix a couple of places that set obj->dknown to 0 to deal with some special cases where it should be left at 1. (Other places do that but deal with potions where hardcoded 0 remains appropriate.)
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 mon.c $NHDT-Date: 1614074654 2021/02/23 10:04:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.370 $ */
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/* NetHack 3.7 mon.c $NHDT-Date: 1620923921 2021/05/13 16:38:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.375 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -663,7 +663,7 @@ make_corpse(register struct monst* mtmp, unsigned int corpseflags)
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* if the corpse's obj->dknown is 0.
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*/
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if (Blind && !sensemon(mtmp))
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obj->dknown = 0;
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clear_dknown(obj); /* obj->dknown = 0; */
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stackobj(obj);
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newsym(x, y);
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