… | |
… | |
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; |
|
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271 | ob->flag [FLAG_READY_BOW] = false; |
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|
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 | { |
|
|
277 | case SKILL: |
|
|
278 | ob->flag [FLAG_APPLIED] = false; |
|
|
279 | break; |
|
|
280 | |
273 | case WAND: |
281 | case WAND: |
274 | case ROD: |
282 | case ROD: |
275 | case HORN: |
283 | case HORN: |
276 | case BOW: |
284 | case BOW: |
277 | case SKILL: |
285 | ranged_ob = op; |
278 | case SKILL_TOOL: |
286 | break; |
|
|
287 | |
279 | case WEAPON: |
288 | case WEAPON: |
280 | apply_special (ob, op, AP_UNAPPLY); |
289 | combat_ob = op; |
281 | apply_special (ob, op, AP_APPLY); |
|
|
282 | break; |
290 | break; |
283 | } |
291 | } |
284 | |
292 | |
|
|
293 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
285 | ob->update_stats (); |
294 | ob->update_stats (); |
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|
295 | |
286 | ns->floorbox_update (); |
296 | ns->floorbox_update (); |
287 | |
|
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288 | esrv_send_inventory (ob, ob); |
297 | esrv_send_inventory (ob, ob); |
289 | esrv_add_spells (this, 0); |
298 | esrv_add_spells (this, 0); |
290 | |
299 | |
291 | activate (); |
300 | activate (); |
292 | |
301 | |