Taking out one Assert 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
This commit is contained in:
parent
b35fd6e3d7
commit
e5c1c4f963
|
@ -1,5 +1,9 @@
|
|||
D1X-Rebirth Changelog
|
||||
|
||||
20110123
|
||||
--------
|
||||
main/ai.c: Taking out one Assert 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
|
||||
|
||||
20110122
|
||||
--------
|
||||
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
|
||||
|
|
|
@ -1888,13 +1888,10 @@ void init_boss_segments(short segptr[], int *num_segs, int size_check)
|
|||
N_selected_segs = 0;
|
||||
#endif
|
||||
|
||||
|
||||
// See if there is a boss. If not, quick out.
|
||||
for (i=0; i<=Highest_object_index; i++)
|
||||
if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
|
||||
Assert(boss_objnum == -1); // There are two bosses in this mine! i and boss_objnum!
|
||||
boss_objnum = i;
|
||||
}
|
||||
if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag))
|
||||
boss_objnum = i; // if != 1 then there is more than one boss here.
|
||||
|
||||
if (boss_objnum != -1) {
|
||||
int original_boss_seg;
|
||||
|
|
Loading…
Reference in a new issue