fixed Racing desync in Crossroads due to Ruins

This commit is contained in:
Zeno Rogue 2019-08-09 14:04:44 +02:00
parent c131e21198
commit 0e57fd1cc0
1 changed files with 1 additions and 1 deletions

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@ -2214,7 +2214,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
c2->mondir = neighborId(c2, c1);
}
}
if(d == 7 && c->landparam == 2) forCellEx(c2, c) if(out_ruin(c2)) c->landparam = 1;
if(d == 7 && c->landparam == 2) forCellEx(c2, c) if(c2->land == laRuins && out_ruin(c2)) c->landparam = 1;
ONEMPTY {
if(hrand(1500) < PT(30 + kills[moHexDemon] + kills[moSkeleton] + kills[moMonk] + kills[moPair], 100) && notDippingFor(itRuins)) {
c->item = itRuins;