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fixed unitialized sword variables in stalemate for non-players
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parent
9a58f0a001
commit
87ef9a68e3
25
game.cpp
25
game.cpp
@ -1363,17 +1363,22 @@ int monstersnear(cell *c, cell *nocount, eMonster who, cell *pushto, cell *comef
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who == moPlayer ? sword::shift(comefrom, c, sword::angle[multi::cpid]) :
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sword::angle[multi::cpid]);
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if(who == moPlayer) for(int b=0; b<2; b++) {
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sm.swordnext[b] = sword::pos(multi::cpid, b);
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sm.swordtransit[b] = NULL;
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if(sm.swordnext[b] && sm.swordnext[b] != sm.swordlast[b] && !isNeighbor(sm.swordlast[b], sm.swordnext[b])) {
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forCellEx(c2, sm.swordnext[b])
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if(c2 != c && c2 != comefrom && isNeighbor(c2, S3==3 ? sm.swordlast[b] : *wcw))
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sm.swordtransit[b] = c2;
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if(S3 == 4)
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forCellEx(c2, c)
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if(c2 != comefrom && isNeighbor(c2, sm.swordlast[b]))
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for(int b=0; b<2; b++) {
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if(who == moPlayer) {
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sm.swordnext[b] = sword::pos(multi::cpid, b);
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sm.swordtransit[b] = NULL;
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if(sm.swordnext[b] && sm.swordnext[b] != sm.swordlast[b] && !isNeighbor(sm.swordlast[b], sm.swordnext[b])) {
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forCellEx(c2, sm.swordnext[b])
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if(c2 != c && c2 != comefrom && isNeighbor(c2, S3==3 ? sm.swordlast[b] : *wcw))
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sm.swordtransit[b] = c2;
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if(S3 == 4)
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forCellEx(c2, c)
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if(c2 != comefrom && isNeighbor(c2, sm.swordlast[b]))
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sm.swordtransit[b] = c2;
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}
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}
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else {
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sm.swordnext[b] = sm.swordtransit[b] = NULL;
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}
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}
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