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refactored to use isDie if applicable

This commit is contained in:
Zeno Rogue
2021-05-30 13:48:24 +02:00
parent b63a70f279
commit be5194958e
8 changed files with 9 additions and 9 deletions

View File

@@ -2462,7 +2462,7 @@ void activateMonstersAt(cell *c) {
}
if(c->monst && isMimic(c->monst)) c->monst = moNone;
// mimics are awakened by awakenMimics
if(c->monst && !isIvy(c) && !isWorm(c) && !isMutantIvy(c) && !isKraken(c->monst) && c->monst != moPrincess && c->monst != moHunterGuard && !among(c->monst, moAnimatedDie, moAngryDie)) {
if(c->monst && !isIvy(c) && !isWorm(c) && !isMutantIvy(c) && !isKraken(c->monst) && c->monst != moPrincess && c->monst != moHunterGuard && !isDie(c->monst)) {
// awaken as a monster
monster *enemy = new monster;
enemy->at = Id;