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fire in Brownian no longer generates level-0 walls

This commit is contained in:
Zeno Rogue 2019-10-05 16:59:37 +02:00
parent b419aab0a1
commit 51ef84f0b2

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@ -1073,12 +1073,13 @@ EX void useup(cell *c) {
drawParticles(c, c->wall == waFire ? 0xC00000 : winf[c->wall].color, 10, 50); drawParticles(c, c->wall == waFire ? 0xC00000 : winf[c->wall].color, 10, 50);
if(c->wall == waTempFloor) if(c->wall == waTempFloor)
c->wall = waChasm; c->wall = waChasm;
else if(c->wall == waTempBridge || c->wall == waTempBridgeBlocked || c->wall == waBurningDock) else if(c->wall == waTempBridge || c->wall == waTempBridgeBlocked || c->wall == waBurningDock || c->land == laBrownian)
placeWater(c, c); placeWater(c, c);
else else {
c->wall = c->land == laCaribbean ? waCIsland2 : waNone; c->wall = c->land == laCaribbean ? waCIsland2 : waNone;
} }
} }
}
EX int realstuntime(cell *c) { EX int realstuntime(cell *c) {
if(isMutantIvy(c)) return (c->stuntime - mutantphase) & 15; if(isMutantIvy(c)) return (c->stuntime - mutantphase) & 15;