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authorChris Campbell <chriscampbell89@gmail.com>2014-03-24 16:16:13 +0000
committerChris Campbell <chriscampbell89@gmail.com>2014-03-24 16:22:43 +0000
commit6c5500c988005571fdcfaa8eb97fc6221c43882d (patch)
treeddbf36b3df017b4a5941fe5faba7ac636cc25042 /crawl-ref/source/spl-summoning.cc
parent3bb72f1063bcfb1c3d65eced564b19905b7bf95d (diff)
downloadcrawl-ref-6c5500c988005571fdcfaa8eb97fc6221c43882d.tar.gz
crawl-ref-6c5500c988005571fdcfaa8eb97fc6221c43882d.zip
Fix Animate Skeleton wasting a turn with corpses hidden in deep water (simmarine)
It was finding corpses that were underwater and marking them as possibly animatable, but then never actually allowing those to be animated (for non-swimming species).
Diffstat (limited to 'crawl-ref/source/spl-summoning.cc')
-rw-r--r--crawl-ref/source/spl-summoning.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/spl-summoning.cc b/crawl-ref/source/spl-summoning.cc
index 73fe9ab1b1..8bea51d0d9 100644
--- a/crawl-ref/source/spl-summoning.cc
+++ b/crawl-ref/source/spl-summoning.cc
@@ -1909,7 +1909,7 @@ int animate_remains(const coord_def &a, corpse_type class_allowed,
int motions = 0;
// Search all the items on the ground for a corpse.
- for (stack_iterator si(a); si; ++si)
+ for (stack_iterator si(a, true); si; ++si)
{
if (si->base_type == OBJ_CORPSES
&& (class_allowed == CORPSE_BODY
@@ -1998,7 +1998,7 @@ spret_type cast_animate_skeleton(god_type god, bool fail)
{
bool found = false;
- for (stack_iterator si(you.pos()); si; ++si)
+ for (stack_iterator si(you.pos(), true); si; ++si)
{
if (si->base_type == OBJ_CORPSES
&& mons_class_can_be_zombified(si->mon_type)