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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC vs.
Revision 1.258 by root, Thu Apr 15 02:51:39 2010 UTC

688 */ 688 */
689 } 689 }
690 690
691 // elmex: only identify if we need to, for example so that generated money doesn't 691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily. 692 // get an 'identified' flag so easily.
693 if (need_identify (item)) 693 if (item->need_identify ())
694 identify (item); 694 identify (item);
695 695
696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
697 return 1; 697 return 1;
698} 698}
1762 1762
1763 /* if the player has a marked item, identify that if it needs to be 1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory. 1764 * identified. If it doesn't, then go through the player inventory.
1765 */ 1765 */
1766 if (object *marked = pl->mark ()) 1766 if (object *marked = pl->mark ())
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked)) 1767 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1768 { 1768 {
1769 if (operate_altar (altar, &money, pl)) 1769 if (operate_altar (altar, &money, pl))
1770 { 1770 {
1771 identify (marked); 1771 identify (marked);
1772 1772
1778 } 1778 }
1779 } 1779 }
1780 1780
1781 for (object *id = pl->inv; id; id = id->below) 1781 for (object *id = pl->inv; id; id = id->below)
1782 { 1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id)) 1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1784 { 1784 {
1785 if (operate_altar (altar, &money, pl)) 1785 if (operate_altar (altar, &money, pl))
1786 { 1786 {
1787 identify (id); 1787 identify (id);
1788 1788

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