… | |
… | |
339 | */ |
339 | */ |
340 | if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) |
340 | if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) |
341 | { |
341 | { |
342 | if (!skill) |
342 | if (!skill) |
343 | LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); |
343 | LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); |
344 | else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || |
344 | else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) || |
345 | (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) |
345 | (skill == shstr_two_handed_weapons && slot[body_arm].info != -2)) |
346 | LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); |
346 | LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); |
347 | } |
347 | } |
348 | |
348 | |
349 | /* We changed last_heal to gen_sp_armour, which is what it |
349 | /* We changed last_heal to gen_sp_armour, which is what it |
350 | * really does for many objects. Need to catch any in maps |
350 | * really does for many objects. Need to catch any in maps |