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The AddBarrel function was not checking the type of the barrel when generating the oVar2. This led to skeletons being pre-spawned in explosive barrels; except that explosive barrels do not trigger the spawn, resulting in unreachable monsters sitting at (0, 0) even after a full clear. While this does not affect functionality of regular Diablo gameplay, it potentially affects modders who would like to use the nummonsters global variable to check for full clears.pull/787/head
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