version 1.172 | | version 1.173 |
---|
| | |
/* | | /* |
* static char *rcsid_player_c = | | * static char *rcsid_player_c = |
* "$Id: player.c,v 1.172 2005/08/12 13:46:34 ryo_saeba Exp $"; | | * "$Id: player.c,v 1.173 2005/08/29 03:56:32 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
((mon->type!=PLAYER || op->contr->party_number==-1 || | | ((mon->type!=PLAYER || op->contr->party_number==-1 || |
op->contr->party_number!=mon->contr->party_number))) { | | op->contr->party_number!=mon->contr->party_number))) { |
| | |
| | /* If the player hasn't hit something this tick, and does |
| | * so, give them speed boost based on weapon speed. Doing |
| | * it here is better than process_players2, which basically |
| | * incurred a 1 tick offset. |
| | */ |
| | if (!op->contr->has_hit) { |
| | op->speed_left += op->speed / op->contr->weapon_sp; |
| | |
op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ | | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
| | } |
| | |
skill_attack(mon, op, 0, NULL, NULL); | | skill_attack(mon, op, 0, NULL, NULL); |
| | |
| | |
if(op->direction && (op->contr->run_on || op->contr->fire_on)) { | | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
/* All move commands take 1 tick, at least for now */ | | /* All move commands take 1 tick, at least for now */ |
op->speed_left--; | | op->speed_left--; |
| | |
/* Instead of all the stuff below, let move_player take care | | /* Instead of all the stuff below, let move_player take care |
* of it. Also, some of the skill stuff is only put in | | * of it. Also, some of the skill stuff is only put in |
* there, as well as the confusion stuff. | | * there, as well as the confusion stuff. |