… | |
… | |
1290 | else |
1290 | else |
1291 | { |
1291 | { |
1292 | top = ms.bot; |
1292 | top = ms.bot; |
1293 | |
1293 | |
1294 | /* If there are other objects, then */ |
1294 | /* If there are other objects, then */ |
1295 | if ((!(flag & INS_MAP_LOAD)) && top) |
1295 | if (top) |
1296 | { |
1296 | { |
1297 | object *last = 0; |
1297 | object *last = 0; |
1298 | |
1298 | |
1299 | /* |
1299 | /* |
1300 | * If there are multiple objects on this space, we do some trickier handling. |
1300 | * If there are multiple objects on this space, we do some trickier handling. |
… | |
… | |
1352 | */ |
1352 | */ |
1353 | if (last && last->below && last != floor) |
1353 | if (last && last->below && last != floor) |
1354 | top = last->below; |
1354 | top = last->below; |
1355 | } |
1355 | } |
1356 | } /* If objects on this space */ |
1356 | } /* If objects on this space */ |
1357 | if (flag & INS_MAP_LOAD) |
|
|
1358 | top = ms.top; |
|
|
1359 | |
1357 | |
1360 | if (flag & INS_ABOVE_FLOOR_ONLY) |
1358 | if (flag & INS_ABOVE_FLOOR_ONLY) |
1361 | top = floor; |
1359 | top = floor; |
1362 | |
1360 | |
1363 | /* Top is the object that our object (op) is going to get inserted above. |
1361 | /* Top is the object that our object (op) is going to get inserted above. |
… | |
… | |
1396 | op->map->touch (); |
1394 | op->map->touch (); |
1397 | } |
1395 | } |
1398 | |
1396 | |
1399 | op->map->dirty = true; |
1397 | op->map->dirty = true; |
1400 | |
1398 | |
1401 | if (!(flag & INS_MAP_LOAD)) |
|
|
1402 | if (object *pl = ms.player ()) |
1399 | if (object *pl = ms.player ()) |
1403 | pl->contr->ns->floorbox_update (); |
1400 | pl->contr->ns->floorbox_update (); |
1404 | |
1401 | |
1405 | /* If this object glows, it may affect lighting conditions that are |
1402 | /* If this object glows, it may affect lighting conditions that are |
1406 | * visible to others on this map. But update_all_los is really |
1403 | * visible to others on this map. But update_all_los is really |
1407 | * an inefficient way to do this, as it means los for all players |
1404 | * an inefficient way to do this, as it means los for all players |
1408 | * on the map will get recalculated. The players could very well |
1405 | * on the map will get recalculated. The players could very well |