statue trap activation
Make monsters created by statue trap activation start out awake and hostile in addition to being unhidden.
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@@ -291,6 +291,7 @@ remove engravings at drawbridge location when it is opened, closed, or wrecked
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monster killed in midst of multi-shot volley throwing/shooting might cause
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freed memory to be accessed, potentially triggering a crash
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can't arm bear traps or land mines on Planes of Air or Water
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statues that "come to life" when trap activates shouldn't start out sleeping
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Platform- and/or Interface-Specific Fixes
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@@ -515,6 +515,13 @@ int *fail_reason;
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/* mimic statue becomes seen mimic; other hiders won't be hidden */
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if (mon->m_ap_type) seemimic(mon);
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else mon->mundetected = FALSE;
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mon->msleeping = 0;
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if (cause == ANIMATE_NORMAL || cause == ANIMATE_SHATTER) {
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/* trap always releases hostile monster */
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mon->mtame = 0; /* (might be petrified pet tossed onto trap) */
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mon->mpeaceful = 0;
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set_malign(mon);
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}
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comes_to_life = !canspotmon(mon) ? "disappears" :
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(nonliving(mon->data) || is_vampshifter(mon)) ?
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