… | |
… | |
1092 | { |
1092 | { |
1093 | CLEAR_FLAG (this, FLAG_APPLIED); |
1093 | CLEAR_FLAG (this, FLAG_APPLIED); |
1094 | tmp->container = 0; |
1094 | tmp->container = 0; |
1095 | } |
1095 | } |
1096 | |
1096 | |
1097 | tmp->contr->socket->floorbox_update (); |
1097 | tmp->contr->ns->floorbox_update (); |
1098 | } |
1098 | } |
1099 | |
1099 | |
1100 | /* See if player moving off should effect something */ |
1100 | /* See if player moving off should effect something */ |
1101 | if (check_walk_off |
1101 | if (check_walk_off |
1102 | && ((move_type & tmp->move_off) |
1102 | && ((move_type & tmp->move_off) |
… | |
… | |
1430 | /* If we have a floor, we know the player, if any, will be above |
1430 | /* If we have a floor, we know the player, if any, will be above |
1431 | * it, so save a few ticks and start from there. |
1431 | * it, so save a few ticks and start from there. |
1432 | */ |
1432 | */ |
1433 | if (!(flag & INS_MAP_LOAD)) |
1433 | if (!(flag & INS_MAP_LOAD)) |
1434 | if (object *pl = op->ms ().player ()) |
1434 | if (object *pl = op->ms ().player ()) |
1435 | pl->contr->socket->floorbox_update (); |
1435 | pl->contr->ns->floorbox_update (); |
1436 | |
1436 | |
1437 | /* If this object glows, it may affect lighting conditions that are |
1437 | /* If this object glows, it may affect lighting conditions that are |
1438 | * visible to others on this map. But update_all_los is really |
1438 | * visible to others on this map. But update_all_los is really |
1439 | * an inefficient way to do this, as it means los for all players |
1439 | * an inefficient way to do this, as it means los for all players |
1440 | * on the map will get recalculated. The players could very well |
1440 | * on the map will get recalculated. The players could very well |