Changeset 291
- Timestamp:
- 07/06/07 19:29:41 (1 year ago)
- Files:
-
- trunk/src/cmd1.c (modified) (2 diffs)
- trunk/src/cmd2.c (modified) (1 diff)
- trunk/src/cmd3.c (modified) (1 diff)
- trunk/src/cmd6.c (modified) (6 diffs)
- trunk/src/dungeon.c (modified) (1 diff)
- trunk/src/object1.c (modified) (1 diff)
- trunk/src/spells2.c (modified) (1 diff)
- trunk/src/squelch.c (modified) (1 diff)
- trunk/src/store.c (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/src/cmd1.c
r285 r291 493 493 * Pickup all gold at the player's current location. 494 494 */ 495 static void py_pickup_gold(void)495 static void py_pickup_gold(void) 496 496 { 497 497 int py = p_ptr->py; … … 682 682 683 683 /* Set squelch status */ 684 p_ptr->notice = PN_SQUELCH;684 p_ptr->notice |= PN_SQUELCH; 685 685 686 686 /* Optionally, display a message */ trunk/src/cmd2.c
r265 r291 394 394 395 395 /* Squelch chest if autosquelch calls for it */ 396 p_ptr->notice = PN_SQUELCH;396 p_ptr->notice |= PN_SQUELCH; 397 397 } 398 398 trunk/src/cmd3.c
r286 r291 296 296 297 297 /* Set squelched status */ 298 p_ptr->notice = PN_SQUELCH;298 p_ptr->notice |= PN_SQUELCH; 299 299 } 300 300 trunk/src/cmd6.c
r265 r291 120 120 object_aware(o_ptr); 121 121 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 122 p_ptr->notice = PN_SQUELCH;122 p_ptr->notice |= PN_SQUELCH; 123 123 } 124 124 … … 206 206 object_aware(o_ptr); 207 207 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 208 p_ptr->notice = PN_SQUELCH;208 p_ptr->notice |= PN_SQUELCH; 209 209 } 210 210 … … 317 317 object_aware(o_ptr); 318 318 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 319 p_ptr->notice = PN_SQUELCH;319 p_ptr->notice |= PN_SQUELCH; 320 320 } 321 321 … … 455 455 object_aware(o_ptr); 456 456 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 457 p_ptr->notice = PN_SQUELCH;457 p_ptr->notice |= PN_SQUELCH; 458 458 } 459 459 … … 554 554 object_aware(o_ptr); 555 555 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 556 p_ptr->notice = PN_SQUELCH;556 p_ptr->notice |= PN_SQUELCH; 557 557 } 558 558 … … 634 634 object_aware(o_ptr); 635 635 gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); 636 p_ptr->notice = PN_SQUELCH;636 p_ptr->notice |= PN_SQUELCH; 637 637 } 638 638 trunk/src/dungeon.c
r265 r291 219 219 /* Set squelch flag as appropriate */ 220 220 if (i < INVEN_WIELD) 221 p_ptr->notice = PN_SQUELCH;221 p_ptr->notice |= PN_SQUELCH; 222 222 223 223 trunk/src/object1.c
r290 r291 764 764 { 765 765 k_ptr->squelch = TRUE; 766 p_ptr->notice = PN_SQUELCH;766 p_ptr->notice |= PN_SQUELCH; 767 767 } 768 768 } trunk/src/spells2.c
r265 r291 3819 3819 3820 3820 /* Set squelch flag */ 3821 p_ptr->notice = PN_SQUELCH;3821 p_ptr->notice |= PN_SQUELCH; 3822 3822 3823 3823 /* Recalculate bonuses */ trunk/src/squelch.c
r289 r291 33 33 * 34 34 * The squelch code figures most things out itself. Simply do: 35 * p_ptr->notice = PN_SQUELCH;35 * p_ptr->notice |= PN_SQUELCH; 36 36 * whenever you want to make the game check for squelched items. 37 37 * trunk/src/store.c
r290 r291 2199 2199 2200 2200 /* Set squelch flag */ 2201 p_ptr->notice = PN_SQUELCH;2201 p_ptr->notice |= PN_SQUELCH; 2202 2202 2203 2203 /* Take the object from the player */
