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Reptile counters are now reset when fast creatures move over them

This commit is contained in:
Zeno Rogue 2020-07-24 13:40:07 +02:00
parent dc458ba31a
commit a4edd03a8c
2 changed files with 5 additions and 0 deletions

View File

@ -76,6 +76,8 @@ EX void moveEffect(const movei& mi, eMonster m) {
cf->wall = waChasm;
}
if(ct->wall == waReptile) ct->wparam = -1;
if(ct->wall == waArrowTrap && !ignoresPlates(m) && normal_gravity_at(ct))
activateArrowTrap(ct);

View File

@ -1262,6 +1262,9 @@ EX void playerMoveEffects(cell *c1, cell *c2) {
changes.ccell(c2);
c2->wparam = 1;
}
if(c2->wall == waReptile)
c2->wparam = -1;
princess::playernear(c2);