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use pnum instead of myplr in bone chamber (#835)

pull/1022/head^2
pionere 5 years ago committed by GitHub
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  1. 14
      Source/objects.cpp

14
Source/objects.cpp

@ -2908,26 +2908,26 @@ void OperateBook(int pnum, int i)
return;
if (setlvlnum == SL_BONECHAMB) {
plr[myplr]._pMemSpells |= SPELLBIT(SPL_GUARDIAN);
plr[pnum]._pMemSpells |= SPELLBIT(SPL_GUARDIAN);
if (plr[pnum]._pSplLvl[SPL_GUARDIAN] < MAX_SPELL_LEVEL)
plr[myplr]._pSplLvl[SPL_GUARDIAN]++;
plr[pnum]._pSplLvl[SPL_GUARDIAN]++;
quests[Q_SCHAMB]._qactive = QUEST_DONE;
if (!deltaload)
PlaySfxLoc(IS_QUESTDN, object[i]._ox, object[i]._oy);
InitDiabloMsg(EMSG_BONECHAMB);
AddMissile(
plr[myplr]._px,
plr[myplr]._py,
plr[pnum]._px,
plr[pnum]._py,
object[i]._ox - 2,
object[i]._oy - 4,
plr[myplr]._pdir,
plr[pnum]._pdir,
MIS_GUARDIAN,
TARGET_MONSTERS,
myplr,
pnum,
0,
0);
}
if (setlevel && setlvlnum == SL_VILEBETRAYER) {
if (setlvlnum == SL_VILEBETRAYER) {
ObjChangeMapResync(
object[i]._oVar1,
object[i]._oVar2,

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