… | |
… | |
45 | uint32_t object::create_count; |
45 | uint32_t object::create_count; |
46 | uint32_t object::destroy_count; |
46 | uint32_t object::destroy_count; |
47 | |
47 | |
48 | //+GPL |
48 | //+GPL |
49 | |
49 | |
50 | short freearr_x[SIZEOFFREE] = { |
50 | int freearr_x[SIZEOFFREE] = { |
51 | 0, |
51 | 0, |
52 | 0, 1, 1, 1, 0, -1, -1, -1, |
52 | 0, 1, 1, 1, 0, -1, -1, -1, |
53 | 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
53 | 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
54 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
54 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
55 | }; |
55 | }; |
56 | short freearr_y[SIZEOFFREE] = { |
56 | int freearr_y[SIZEOFFREE] = { |
57 | 0, |
57 | 0, |
58 | -1, -1, 0, 1, 1, 1, 0, -1, |
58 | -1, -1, 0, 1, 1, 1, 0, -1, |
59 | -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
59 | -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
60 | -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
60 | -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
61 | }; |
61 | }; |
… | |
… | |
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 = 0; i < NUM_BODY_LOCATIONS; ++i) |
645 | slot[i].used = slot[i].info; |
645 | slot[i].used = slot[i].info; |
646 | |
646 | |
647 | attachable::instantiate (); |
647 | attachable::instantiate (); |
648 | } |
648 | } |
649 | |
649 | |