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Make skeleton king's lair multiplayer compatible

pull/5492/head
obligaron 3 years ago committed by Anders Jenbo
parent
commit
f8705c51a2
  1. 2
      Source/levels/drlg_l1.cpp
  2. 2
      Source/levels/setmaps.cpp
  3. 4
      Source/monster.cpp

2
Source/levels/drlg_l1.cpp

@ -383,7 +383,7 @@ void LoadQuestSetPieces()
{
if (Quests[Q_BUTCHER].IsAvailable()) {
pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\rnd6.dun");
} else if (Quests[Q_SKELKING].IsAvailable() && !gbIsMultiplayer) {
} else if (Quests[Q_SKELKING].IsAvailable() && !UseMultiplayerQuests()) {
pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\skngdo.dun");
} else if (Quests[Q_LTBANNER].IsAvailable()) {
pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\banner2.dun");

2
Source/levels/setmaps.cpp

@ -11,6 +11,7 @@
#include "levels/drlg_l4.h"
#include "levels/gendung.h"
#include "levels/trigs.h"
#include "msg.h"
#include "objdat.h"
#include "objects.h"
#include "quests.h"
@ -109,6 +110,7 @@ void LoadSetMap()
if (Quests[Q_SKELKING]._qactive == QUEST_INIT) {
Quests[Q_SKELKING]._qactive = QUEST_ACTIVE;
Quests[Q_SKELKING]._qvar1 = 1;
NetSendCmdQuest(true, Quests[Q_SKELKING]);
}
LoadPreL1Dungeon("levels\\l1data\\sklkng1.dun");
LoadL1Dungeon("levels\\l1data\\sklkng2.dun", { 83, 44 });

4
Source/monster.cpp

@ -481,7 +481,7 @@ void PlaceQuestMonsters()
PlaceUniqueMonst(UniqueMonsterType::Butcher, 0, 0);
}
if (currlevel == Quests[Q_SKELKING]._qlevel && gbIsMultiplayer) {
if (currlevel == Quests[Q_SKELKING]._qlevel && UseMultiplayerQuests()) {
for (size_t i = 0; i < LevelMonsterTypeCount; i++) {
if (IsSkel(LevelMonsterTypes[i].type)) {
PlaceUniqueMonst(UniqueMonsterType::SkeletonKing, i, 30);
@ -3262,7 +3262,7 @@ void GetLevelMTypes()
if (Quests[Q_WARLORD].IsAvailable())
AddMonsterType(UniqueMonsterType::WarlordOfBlood, PLACE_UNIQUE);
if (gbIsMultiplayer && currlevel == Quests[Q_SKELKING]._qlevel) {
if (UseMultiplayerQuests() && currlevel == Quests[Q_SKELKING]._qlevel) {
AddMonsterType(MT_SKING, PLACE_UNIQUE);

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