From dbc6ff00df47b6e6f58ac56692fd19b81a3d08d7 Mon Sep 17 00:00:00 2001 From: "nethack.allison" Date: Tue, 14 Oct 2003 11:06:58 +0000 Subject: [PATCH] ice followup Ensure that we don't start a timer on ice that the player or a monster didn't create when zapping existing ice. --- src/zap.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/zap.c b/src/zap.c index 2d3037021..b2c92111f 100644 --- a/src/zap.c +++ b/src/zap.c @@ -3674,8 +3674,11 @@ boolean *shopdamage; } else if(abstype == ZT_COLD && is_ice(x,y)) { /* Already ice here, so just firm it up. */ - spot_stop_timers(x, y, MELT_ICE_AWAY); /* stop existing timer */ - start_melt_ice_timeout(x,y); /* start new timer */ + /* Now ensure that only ice that is already timed is affected */ + if (spot_time_left(x,y,MELT_ICE_AWAY)) { + spot_stop_timers(x, y, MELT_ICE_AWAY); /* stop existing timer */ + start_melt_ice_timeout(x,y); /* start new timer */ + } } if(closed_door(x, y)) { int new_doormask = -1; -- 2.40.0