hangup vs u.uinwater again (trunk only)

Redo the fix that prevents hangup from putting hero on top of water
if it occurs during magic mapping or object/gold/trap detection.  Instead
of copying u.uinwater into another field in struct u so that it can be
reset during restore, copy it into a new field in struct iflags and reset
it during save so that no fixup upon restore is needed.
This commit is contained in:
nethack.rankin
2011-11-30 18:52:28 +00:00
parent e072ebd3fa
commit e055b2820e
5 changed files with 22 additions and 24 deletions

View File

@@ -857,11 +857,6 @@ register int fd;
*/
reset_restpref();
/* some fixups in case this was a hangup save */
u.uinvulnerable = 0;
if (u.save.hup_uinwater) u.uinwater = 1, u.save.hup_uinwater = 0;
if (u.save.hup_uburied) u.uburied = 1, u.save.hup_uburied = 0;
restlevelstate(stuckid, steedid);
program_state.something_worth_saving = 1; /* useful data now exists */