… | |
… | |
264 | |
264 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
266 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
268 | |
268 | |
|
|
269 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
270 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
271 | ob->flag [FLAG_READY_BOW] = false; |
|
|
272 | |
269 | for (object *op = ob->inv; op; op = op->below) |
273 | for (object *op = ob->inv; op; op = op->below) |
270 | if (op->flag [FLAG_APPLIED]) |
274 | if (op->flag [FLAG_APPLIED]) |
271 | switch (op->type) |
275 | switch (op->type) |
272 | { |
276 | { |
273 | case WAND: |
277 | case WAND: |
… | |
… | |
277 | case SKILL_TOOL: |
281 | case SKILL_TOOL: |
278 | case WEAPON: |
282 | case WEAPON: |
279 | op->flag [FLAG_APPLIED] = false; |
283 | op->flag [FLAG_APPLIED] = false; |
280 | apply_special (ob, op, AP_APPLY); |
284 | apply_special (ob, op, AP_APPLY); |
281 | break; |
285 | break; |
282 | } |
|
|
283 | |
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
|
|
290 | } |
|
|
291 | |
|
|
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
284 | ob->update_stats (); |
293 | ob->update_stats (); |
|
|
294 | |
285 | ns->floorbox_update (); |
295 | ns->floorbox_update (); |
286 | |
|
|
287 | esrv_send_inventory (ob, ob); |
296 | esrv_send_inventory (ob, ob); |
288 | esrv_add_spells (this, 0); |
297 | esrv_add_spells (this, 0); |
289 | |
298 | |
290 | activate (); |
299 | activate (); |
291 | |
300 | |