explosive barrels now react to flash and lightning

This commit is contained in:
Zeno Rogue 2018-12-25 19:26:24 +01:00
parent 0fccad975c
commit 54e262c157
1 changed files with 2 additions and 0 deletions

View File

@ -193,6 +193,7 @@ void flashCell(cell *c, eMonster killer, flagtype flags) {
if(c->wall == waGiantRug) c->wall = waNone;
if(c->wall == waMirror) c->wall = waNone;
if(c->wall == waCloud) c->wall = waNone;
if(c->wall == waExplosiveBarrel) explodeBarrel(c);
if(c->wall == waRuinWall) c->wall = waNone;
if(c->wall == waDune) c->wall = waNone;
if(c->wall == waSaloon) c->wall = waNone;
@ -374,6 +375,7 @@ void castLightningBolt(cellwalker lig) {
bool brk = false, spin = false;
if(c->wall == waGargoyle) brk = true;
if(c->wall == waExplosiveBarrel) explodeBarrel(c), brk = true;
if(c->wall == waCavewall) c->wall = waCavefloor, brk = true;
if(c->wall == waDeadTroll) c->wall = waCavefloor, brk = true;
if(c->wall == waDeadTroll2)c->wall = waNone, brk = true;