Browse Source

Sync monster animation data after loading Stone Curse missiles

pull/6161/head
staphen 3 years ago committed by Anders Jenbo
parent
commit
60e3c32437
  1. 7
      Source/loadsave.cpp

7
Source/loadsave.cpp

@ -749,6 +749,13 @@ void LoadMissile(LoadHelper *file)
if (Missiles.size() < Missiles.max_size()) {
Missiles.push_back(missile);
}
// For petrified monsters, the data in missile.var1 must be used to
// load the appropriate animation data for the monster in missile.var2
if (missile._mitype == MissileID::StoneCurse) {
Monster &monster = Monsters[missile.var2];
SyncMonsterAnim(monster);
}
}
_object_id ConvertFromHellfireObject(_object_id type)

Loading…
Cancel
Save