From 54e262c1577df4b616308ca33311e57f52484e27 Mon Sep 17 00:00:00 2001 From: Zeno Rogue Date: Tue, 25 Dec 2018 19:26:24 +0100 Subject: [PATCH] explosive barrels now react to flash and lightning --- orbs.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/orbs.cpp b/orbs.cpp index 4906f90d..01932dd3 100644 --- a/orbs.cpp +++ b/orbs.cpp @@ -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;