From 4bd335dab6488ac58d412f8b640801350207c398 Mon Sep 17 00:00:00 2001 From: Robert Vollmert Date: Tue, 10 Nov 2009 10:28:04 +0100 Subject: Make disintegration splatter not end up behind actors. Also not at actors' feet. Might be even nicer to have them thrown as missiles: You are hit by a piece of orc flesh. The giant bat is hit by a chunk of yak flesh. The giant bat dies. --- crawl-ref/source/monstuff.cc | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'crawl-ref/source/monstuff.cc') diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index bd3e6d08a5..4aa5ecfa4c 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -344,7 +344,8 @@ monster_type fill_out_corpse(const monsters* monster, item_def& corpse, bool explode_corpse(item_def& corpse, const coord_def& where) { - los_def ld(where, opc_solid); + // Don't want chunks to show up behind the player. + los_def ld(where, opc_no_actor); if (monster_descriptor(corpse.plus, MDSC_LEAVES_HIDE) && mons_genus(corpse.plus) == MONS_DRAGON) @@ -396,7 +397,7 @@ bool explode_corpse(item_def& corpse, const coord_def& where) mprf(MSGCH_DIAGNOSTICS, "Cell is visible..."); #endif - if (feat_is_solid(grd(cp))) + if (feat_is_solid(grd(cp)) || actor_at(cp)) continue; --nchunks; -- cgit v1.2.3-54-g00ecf