lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses bugs recently resurfaced. Namely, that lava does not generally do anything to monsters or objects that land in java. Newly renamed minliquid() handles both water and lava, and new fire_damage() is used similar to water_damage().
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@@ -43,6 +43,7 @@ E boolean FDECL(wield_tool, (struct obj *));
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E boolean FDECL(um_dist, (XCHAR_P,XCHAR_P,XCHAR_P));
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E boolean FDECL(snuff_candle, (struct obj *));
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E boolean FDECL(snuff_lit, (struct obj *));
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E boolean FDECL(catch_lit, (struct obj *));
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E void FDECL(use_unicorn_horn, (struct obj *));
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E boolean FDECL(tinnable, (struct obj *));
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E void NDECL(reset_trapset);
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@@ -1059,7 +1060,7 @@ E struct mkroom *FDECL(search_special, (SCHAR_P));
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E int FDECL(undead_to_corpse, (int));
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E int FDECL(pm_to_cham, (int));
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E int FDECL(minwater, (struct monst *));
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E int FDECL(minliquid, (struct monst *));
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E int NDECL(movemon);
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E int FDECL(meatmetal, (struct monst *));
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E int FDECL(meatobj, (struct monst *));
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@@ -1938,6 +1939,7 @@ E void FDECL(mselftouch, (struct monst *,const char *,BOOLEAN_P));
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E void NDECL(float_up);
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E void FDECL(fill_pit, (int,int));
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E int FDECL(float_down, (long, long));
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E int FDECL(fire_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P,xchar,xchar));
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E void FDECL(water_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P));
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E boolean NDECL(drown);
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E void FDECL(drain_en, (int));
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