Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long ago
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20110123
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--------
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main/ai2.c: Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long ago
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20110122
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--------
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main/console.c, main/game.c, main/gamerend.c, main/gauges.c: Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb counts
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@ -229,15 +229,10 @@ void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_w
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N_selected_segs = 0;
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#endif
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if (size_check)
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// See if there is a boss. If not, quick out.
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for (i=0; i<=Highest_object_index; i++)
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if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
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if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
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Int3(); //do int3 here instead of assert so museum will work
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boss_objnum = i;
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}
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if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag))
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boss_objnum = i; // if != 1 then there is more than one boss here.
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if (boss_objnum != -1) {
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int original_boss_seg;
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