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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.357 by root, Tue Nov 13 01:29:30 2012 UTC vs.
Revision 1.359 by root, Wed Dec 12 02:13:04 2012 UTC

351 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid. 352 * if it is valid.
353 */ 353 */
354 } 354 }
355 355
356 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
357 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
358 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
359 */ 359 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0; 361 return 0;
362 362
363 /* Note sure why the following is the case - either the object has to 363 /* Not sure why the following is the case - either the object has to
364 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
365 * check? 365 * check?
366 */ 366 */
367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0; 368 return 0;
369 369
636 speed_left = -1.; 636 speed_left = -1.;
637 637
638 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
643 */ 643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
646 646

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