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Magic boats no longer ignore the warp rules

This commit is contained in:
Zeno Rogue 2017-08-18 02:23:53 +02:00
parent b39439a3ae
commit 1ce21a1d94

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@ -6475,7 +6475,7 @@ bool movepcto(int d, int subdir, bool checkonly) {
goto boatjump; goto boatjump;
} }
if(!c2->monst && cwt.c->wall == waBoat && boatGoesThrough(c2) && markOrb(itOrbWater)) { if(!c2->monst && cwt.c->wall == waBoat && boatGoesThrough(c2) && markOrb(itOrbWater) && !nonAdjacentPlayer(c2, cwt.c)) {
if(havePushConflict(cwt.c, checkonly)) return false; if(havePushConflict(cwt.c, checkonly)) return false;
if(monstersnear(c2,NULL,moPlayer,NULL,cwt.c)) { if(monstersnear(c2,NULL,moPlayer,NULL,cwt.c)) {