XEEN: Fix applying characters' fire resistance when walking on lava

This commit is contained in:
Paul Gilbert 2019-08-20 22:17:26 -07:00
parent c64853de41
commit 83a479470f
3 changed files with 3 additions and 5 deletions

View File

@ -639,12 +639,12 @@ void Interface::doStepCode() {
case SURFTYPE_LAVA:
// It burns, it burns!
damage = 100;
party._damageType = DT_FIRE;
combat._damageType = DT_FIRE;
break;
case SURFTYPE_SKY:
// We can fly, we can.. oh wait, we can't!
damage = 100;
party._damageType = DT_PHYSICAL;
combat._damageType = DT_PHYSICAL;
_falling = FALL_IN_PROGRESS;
break;
case SURFTYPE_DESERT:
@ -654,7 +654,7 @@ void Interface::doStepCode() {
break;
case SURFTYPE_CLOUD:
if (!party._levitateCount) {
party._damageType = DT_PHYSICAL;
combat._damageType = DT_PHYSICAL;
_falling = FALL_IN_PROGRESS;
damage = 100;
}

View File

@ -254,7 +254,6 @@ Party::Party(XeenEngine *vm) {
_newDay = false;
_isNight = false;
_stepped = false;
_damageType = DT_PHYSICAL;
_fallMaze = 0;
_fallDamage = 0;
_dead = false;

View File

@ -233,7 +233,6 @@ public:
Common::Point _fallPosition;
int _fallMaze;
int _fallDamage;
DamageType _damageType;
bool _dead;
Treasure _treasure;
Treasure _savedTreasure;