| Commit message (Collapse) | Author | Age | Files | Lines |
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The level given is very arbitrary; it might be simpler
to just use the current depth, but I have a vague feeling
that might be exploitable somehow...?
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They automatically get their items set as MAKE_GOOD_ITEM, which
might not be enough to make up for the mediocre weapon types they
tend to start with, but it's the simplest solution for now. They're
also marked as MF_HARD_RESET so that you can't not pay and then take
their stuff.
Also, fix compilation: I'll fix this (so that git bisect works) while
merging into master.
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The word "mid" is used for three things: monster id, indices into the menv
array, monster types. This removes (some of?) the second.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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This seems to be a bit cleaner, and allows fixing issue #2597
(incorrect "comes into view" message when Xom animates your
weapon during a delay).
The message order is still wrong, but that's a different issue.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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