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Re: CF: animate_weapon() fixes
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: animate_weapon() fixes
- From: Jan Echternach <>
- Date: Mon, 12 Jun 2000 20:27:08 +0200
- In-Reply-To: <>; from on Fri, Jun 09, 2000 at 02:09:55PM -0500
- Mail-Followup-To:
- References: <> <>
- Reply-To: Jan Echternach <>
- Sender:
On Fri, Jun 09, 2000 at 02:09:55PM -0500, David Andrew Michael Noelle wrote:
> Please stop "fixing" animate_weapon without discussing the changes
> first.
There shouldn't be any player visible changes except fewer server
crashes.
> I tried calling apply_special for the golem to apply the weapon, but
> decided to set FLAG_APPLIED directly instead for several very specific
> reasons, particularly the fact that the golem should not be affected
> directly by the properties of the weapon, since the golem _IS_ the
> weapon. All of those effects have already been accounted for and MUST
> NOT be counted twice. Therefore, animate_weapon calling apply_special
> is a bug, not a fix.
They are not done twice, if the fix is correct. I have removed things
like
golem->stats.Str += weapon->stats.Str;
All applying and unapplying of items must be handled by
apply_special(). Everything else is broken design, causing endless
stream of bugs.
> Please, just ask whether anyone else is working on something before
> you "fix" it.
I knew that you had some private changes to animate_weapon(). You had
already said that in a previous message. But animate_weapon() was
seriously broken, needing a fix ASAP, and you hadn't fixed it one week
after I uncovered the problem (nor did it look like you would fix it
soon).
--
Jan
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