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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-10-26 13:18:19 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-10-26 13:18:19 +0000 |
commit | c96c36a0477909874c98bdbda3d13333ddb453e2 (patch) | |
tree | 0c2a18233a65c55086d640be41685824c12d782e /crawl-ref/source/tilereg.cc | |
parent | a2c2fe61d7f40cb8f5fecd84fdacfdf47d28f16a (diff) | |
download | crawl-ref-c96c36a0477909874c98bdbda3d13333ddb453e2.tar.gz crawl-ref-c96c36a0477909874c98bdbda3d13333ddb453e2.zip |
Implement FR 1894211: All transformations will now cause your equipment
to meld into your body than rather than being removed, so that when
untransforming you don't have to put everything on again.
* Wielded stuff cannot be melded, and does not yet use the autoswap
function.
* As before, the low-level transformation spells refuse to work with
cursed equipment.
* The messages are unnecessarily spammy if you change forms while
already transformed (first everything is re-equipped, then unequipped
again). Conversely, on simply untransforming the lack of messages
might be confusing.
* Might be buggy, feedback welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7300 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilereg.cc')
-rw-r--r-- | crawl-ref/source/tilereg.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc index 021fd9c2bb..1e2660f0f2 100644 --- a/crawl-ref/source/tilereg.cc +++ b/crawl-ref/source/tilereg.cc @@ -2270,8 +2270,8 @@ struct box_vert void MessageRegion::render() { int idx = -1; - unsigned char char_back; - unsigned char col_back; + unsigned char char_back = 0; + unsigned char col_back = 0; if (this == TextRegion::cursor_region && cursor_x > 0 && cursor_y > 0) { @@ -2522,7 +2522,7 @@ void MenuRegion::place_entries() { m_entries[i].sx = entry_start + tile_indent; entry_height = std::max(max_tile_height, text_height); - + // Currently, menus only support one texture at a time. tex = m_entries[i].texture; ASSERT(m_entries[i].texture == tex || tex == TEX_MAX); |