v0.3.1d: fixed pitfall traps collapsing the floor when they shouldn't in some cases

This commit is contained in:
Evan Debenham 2015-09-10 15:35:09 -04:00
parent d1f3786781
commit 6a5bc61417

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@ -69,8 +69,8 @@ public class PitfallTrap extends Trap {
super.disarm();
//if making a pit here wouldn't block any paths, make a pit tile instead of a disarmed trap tile.
if (!(Dungeon.level.map[pos - Level.WIDTH] == Terrain.WALL && Dungeon.level.map[pos + Level.WIDTH] == Terrain.WALL)
&& !(Dungeon.level.map[pos - 1] == Terrain.WALL && Dungeon.level.map[pos + 1] == Terrain.WALL)){
if (!(Dungeon.level.solid[pos - Level.WIDTH] && Dungeon.level.solid[pos + Level.WIDTH])
&& !(Dungeon.level.solid[pos - 1]&& Dungeon.level.solid[pos + 1])){
int c = Dungeon.level.map[pos - Level.WIDTH];