version 1.22 | | version 1.23 |
---|
| | |
/* | | /* |
* static char *rcsid_arch_c = | | * static char *rcsid_arch_c = |
* "$Id: arch.c,v 1.22 2002/07/05 22:22:29 uid39786 Exp $"; | | * "$Id: arch.c,v 1.23 2002/07/15 04:57:11 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
first=0; | | first=0; |
copy_object(op,&at->clone); | | copy_object(op,&at->clone); |
at->clone.speed_left= (float) (-0.1); | | at->clone.speed_left= (float) (-0.1); |
| | /* copy the body_info to the body_used - this is only really |
| | * need for monsters, but doesn't hurt to do it for everything. |
| | * by doing so, when a monster is created, it has good starting |
| | * values for the body_used info, so when items are created |
| | * for it, they can be properly equipped. |
| | */ |
| | memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info)); |
| | |
switch(i) { | | switch(i) { |
case LL_NORMAL: /* A new archetype, just link it with the previous */ | | case LL_NORMAL: /* A new archetype, just link it with the previous */ |
| | |
break; | | break; |
| | |
} | | } |
| | |
at=get_archetype_struct(); | | at=get_archetype_struct(); |
clear_object(op); | | clear_object(op); |
op->arch=at; | | op->arch=at; |