From d201d302b7a95f1e0e03957a36a5737c228c20f8 Mon Sep 17 00:00:00 2001 From: Pasi Kallinen Date: Sat, 26 Oct 2019 19:56:03 +0300 Subject: [PATCH] Fix wizmakemap leaving genocided monsters on map If a genocided monster was in "limbo" (migrating to the same level), wizmakemap put it back on map. --- doc/fixes36.3 | 1 + src/cmd.c | 1 + 2 files changed, 2 insertions(+) diff --git a/doc/fixes36.3 b/doc/fixes36.3 index c767a776f..3b9997702 100644 --- a/doc/fixes36.3 +++ b/doc/fixes36.3 @@ -207,6 +207,7 @@ mimic immitating a slime mold would change fruit type when player assigned new parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and "3a 1o" (space and digit one, not lowercase L) both worked but "3a o" (just space) was supposed to but didn't +wizmakemap could leave genocided monsters on map Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository diff --git a/src/cmd.c b/src/cmd.c index e6c4049b1..e739172d5 100644 --- a/src/cmd.c +++ b/src/cmd.c @@ -861,6 +861,7 @@ wiz_makemap(VOID_ARGS) u_on_rndspot((u.uhave.amulet ? 1 : 0) /* 'going up' flag */ | (was_in_W_tower ? 2 : 0)); losedogs(); + kill_genocided_monsters(); /* u_on_rndspot() might pick a spot that has a monster, or losedogs() might pick the hero's spot (only if there isn't already a monster there), so we might have to move hero or the co-located monster */ -- 2.40.0