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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-07-08 16:54:55 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-07-08 16:54:55 +0000
commiteb6bb5f5ee6d07cdfb1b3239b155e8b252e98ae6 (patch)
tree02043e37134ef9a4c4a4e84b95f768b8b31dc8f7
parent64eb39919e167b9443b88943bbf0e1f3ba63f61c (diff)
downloadcrawl-ref-eb6bb5f5ee6d07cdfb1b3239b155e8b252e98ae6.tar.gz
crawl-ref-eb6bb5f5ee6d07cdfb1b3239b155e8b252e98ae6.zip
Deep elves were not getting their initial arrow allotment, fixed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1804 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/source/externs.h2
-rw-r--r--crawl-ref/source/mon-util.cc6
2 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h
index 09be639e3a..994fa1dd22 100644
--- a/crawl-ref/source/externs.h
+++ b/crawl-ref/source/externs.h
@@ -1080,7 +1080,7 @@ public:
bool pickup_melee_weapon(item_def &item, int near);
bool pickup_throwable_weapon(item_def &item, int near);
bool pickup_weapon(item_def &item, int near, bool force);
- bool pickup_missile(item_def &item, int near);
+ bool pickup_missile(item_def &item, int near, bool force);
bool eat_corpse(item_def &carrion, int near);
void equip(const item_def &item, int slot, int near = -1);
void unequip(const item_def &item, int slot, int near = -1);
diff --git a/crawl-ref/source/mon-util.cc b/crawl-ref/source/mon-util.cc
index 19188310d7..107623a4d2 100644
--- a/crawl-ref/source/mon-util.cc
+++ b/crawl-ref/source/mon-util.cc
@@ -2647,7 +2647,7 @@ bool monsters::pickup_weapon(item_def &item, int near, bool force)
return (can_use_missile(item) && pickup_throwable_weapon(item, near));
}
-bool monsters::pickup_missile(item_def &item, int near)
+bool monsters::pickup_missile(item_def &item, int near, bool force)
{
// XXX: Missile pickup could get a lot smarter if we allow monsters to
// drop their existing missiles and pick up new stuff, but that's too
@@ -2657,7 +2657,7 @@ bool monsters::pickup_missile(item_def &item, int near)
if (miss && items_stack(*miss, item))
return (pickup(item, MSLOT_MISSILE, near));
- if (!can_use_missile(item))
+ if (!force && !can_use_missile(item))
return (false);
return pickup(item, MSLOT_MISSILE, near);
@@ -2720,7 +2720,7 @@ bool monsters::pickup_item(item_def &item, int near, bool force)
case OBJ_ARMOUR:
return pickup(item, MSLOT_ARMOUR, near);
case OBJ_MISSILES:
- return pickup_missile(item, near);
+ return pickup_missile(item, near, force);
case OBJ_WANDS:
return pickup_wand(item, near);
case OBJ_SCROLLS: