… | |
… | |
1140 | { |
1140 | { |
1141 | CLEAR_FLAG (this, FLAG_APPLIED); |
1141 | CLEAR_FLAG (this, FLAG_APPLIED); |
1142 | tmp->container = 0; |
1142 | tmp->container = 0; |
1143 | } |
1143 | } |
1144 | |
1144 | |
1145 | tmp->contr->socket.update_look = 1; |
1145 | tmp->contr->socket->update_look = 1; |
1146 | } |
1146 | } |
1147 | |
1147 | |
1148 | /* See if player moving off should effect something */ |
1148 | /* See if player moving off should effect something */ |
1149 | if (check_walk_off |
1149 | if (check_walk_off |
1150 | && ((move_type & tmp->move_off) |
1150 | && ((move_type & tmp->move_off) |
… | |
… | |
1487 | * it, so save a few ticks and start from there. |
1487 | * it, so save a few ticks and start from there. |
1488 | */ |
1488 | */ |
1489 | if (!(flag & INS_MAP_LOAD)) |
1489 | if (!(flag & INS_MAP_LOAD)) |
1490 | for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1490 | for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1491 | if (tmp->type == PLAYER) |
1491 | if (tmp->type == PLAYER) |
1492 | tmp->contr->socket.update_look = 1; |
1492 | tmp->contr->socket->update_look = 1; |
1493 | |
1493 | |
1494 | /* If this object glows, it may affect lighting conditions that are |
1494 | /* If this object glows, it may affect lighting conditions that are |
1495 | * visible to others on this map. But update_all_los is really |
1495 | * visible to others on this map. But update_all_los is really |
1496 | * an inefficient way to do this, as it means los for all players |
1496 | * an inefficient way to do this, as it means los for all players |
1497 | * on the map will get recalculated. The players could very well |
1497 | * on the map will get recalculated. The players could very well |