version 1.148 | | version 1.149 |
---|
| | |
/* | | /* |
* static char *rcsid_player_c = | | * static char *rcsid_player_c = |
* "$Id: player.c,v 1.148 2004/03/24 08:15:17 mwedel Exp $"; | | * "$Id: player.c,v 1.149 2004/04/07 06:46:43 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
CLEAR_FLAG(op, FLAG_SCARED); | | CLEAR_FLAG(op, FLAG_SCARED); |
return; | | return; |
} | | } |
| | |
| | /* Seen some crashes here. Since we don't store an |
| | * op->enemy_count, it is possible that something destroys the |
| | * actual enemy, and the object is recycled. |
| | */ |
| | if (op->enemy->map == NULL) { |
| | CLEAR_FLAG(op, FLAG_SCARED); |
| | op->enemy=NULL; |
| | return; |
| | } |
| | |
if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { | | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
op->enemy=NULL; | | op->enemy=NULL; |
CLEAR_FLAG(op, FLAG_SCARED); | | CLEAR_FLAG(op, FLAG_SCARED); |