Browse Source

🐛 [hellfire] Sparkling Shrine deals a random amount of damage

If cast by traps flash would look in memory a bit before the monster
array for what value to use as damage, no one knows what might have been
there waiting so could deal anything form -254 to 254 damage.

Fixes #1500
pull/1485/head 1.2.1
Anders Jenbo 5 years ago
parent
commit
3e61cb8269
  1. 8
      Source/missiles.cpp

8
Source/missiles.cpp

@ -2506,8 +2506,8 @@ void AddFlash(Sint32 mi, Sint32 sx, Sint32 sy, Sint32 dx, Sint32 dy, Sint32 midi
{
int i;
if (mienemy == TARGET_MONSTERS) {
if (id != -1) {
if (id != -1) {
if (mienemy == TARGET_MONSTERS) {
missile[mi]._midam = 0;
for (i = 0; i <= plr[id]._pLevel; i++) {
missile[mi]._midam += random_(55, 20) + 1;
@ -2518,10 +2518,10 @@ void AddFlash(Sint32 mi, Sint32 sx, Sint32 sy, Sint32 dx, Sint32 dy, Sint32 midi
missile[mi]._midam += missile[mi]._midam >> 1;
UseMana(id, SPL_FLASH);
} else {
missile[mi]._midam = currlevel >> 1;
missile[mi]._midam = monster[id].mLevel << 1;
}
} else {
missile[mi]._midam = monster[id].mLevel << 1;
missile[mi]._midam = currlevel >> 1;
}
missile[mi]._mirange = 19;
}

Loading…
Cancel
Save