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From: Crossfire C. r. messages.
<cro...@li...> - 2020-11-27 15:39:47
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Revision: 21568
http://sourceforge.net/p/crossfire/code/21568
Author: silvernexus
Date: 2020-11-27 15:39:44 +0000 (Fri, 27 Nov 2020)
Log Message:
-----------
Make doors denotate traps and runes when successfully lockpicked on the first attempt.
Modified Paths:
--------------
server/trunk/ChangeLog
server/trunk/server/skills.c
Modified: server/trunk/ChangeLog
===================================================================
--- server/trunk/ChangeLog 2020-11-25 21:02:53 UTC (rev 21567)
+++ server/trunk/ChangeLog 2020-11-27 15:39:44 UTC (rev 21568)
@@ -1,3 +1,6 @@
+2020-11-27 Daniel Hawkins
+ * server/skills.c: Make trapped doors detonate traps when lockpicked on the first attempt.
+
2020-11-23 Nicolas Weeger
* common/anim.c: change function prototype.
* server/attack.c: use a default "attack" anim_suffix for attacks. Apply
Modified: server/trunk/server/skills.c
===================================================================
--- server/trunk/server/skills.c 2020-11-25 21:02:53 UTC (rev 21567)
+++ server/trunk/server/skills.c 2020-11-27 15:39:44 UTC (rev 21568)
@@ -359,11 +359,13 @@
* the map level difficulty.
*/
number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
+ // Spring traps even if the lock is picked.
+ if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) { /* set off any traps? */
+ spring_trap(door->inv, pl);
+ }
if (number < pl->stats.Dex + skill->level*2 - difficulty ) {
remove_door(door);
success = difficulty;
- } else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) { /* set off any traps? */
- spring_trap(door->inv, pl);
}
return success;
}
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