--- deliantra/server/common/object.C 2012/11/12 03:48:34 1.356 +++ deliantra/server/common/object.C 2017/01/19 21:51:43 1.362 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * @@ -74,22 +74,22 @@ }; const char *wall_suffix[16] = { - "0", - "1_3", - "1_4", - "2_1_2", - "1_2", - "2_2_4", - "2_2_1", - "3_1", - "1_1", - "2_2_3", - "2_2_2", - "3_3", - "2_1_1", - "3_4", - "3_2", - "4" + "0", + "1_3", + "1_4", + "2_1_2", + "1_2", + "2_2_4", + "2_2_1", + "3_1", + "1_1", + "2_2_3", + "2_2_2", + "3_3", + "2_1_1", + "3_4", + "3_2", + "4" }; static void @@ -353,15 +353,15 @@ */ } - /* Don't merge objects that are applied. With the new 'body' code, + /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster + /* Not sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster * check? */ if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) @@ -466,8 +466,8 @@ { while (op) { - weight_t carrying = op->carrying - - weight_adjust_for (op, sub); + weight_t carrying = (weight_t)op->carrying + - weight_adjust_for (op, sub) + weight_adjust_for (op, add); sub = op->carrying; @@ -638,7 +638,7 @@ /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting - * values for the body_used info, so when items are created + * values for the body_used info, so when items are created * for it, they can be properly equipped. */ for (int i = NUM_BODY_LOCATIONS; i--; ) @@ -1680,7 +1680,7 @@ * This function inserts the object op in the linked list * inside the object environment. * - * The function returns now pointer to inserted item, and return value can + * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ object *