If a long worm's head is on the drawbridge and a tail segment is at the portcullis and you raise the drawbridge, bad monster handling occurs because of some recursion that occurs before set_entity is called again. Not sure when this last worked; it's broken in 3.4.2 as well. Modified e_died to ensure both entity objects for the same monster get cleaned up so subsequent e_at calls behave as expected.
23 KiB
23 KiB