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Misc bugfixes from DDA 6 #316
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* Include items in vehicle for warmth when sleeping * Vehicle cargo overrides ground item warmth * To be more consistent with vehicle overriding the ground
* Allow stripping unclosed color tags * Added tests for remove_color_tags function
item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml; | ||
}; | ||
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if( !!g->m.veh_at( pos ) ) { |
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This could probably be skipped.
The items under the vehicle are still reachable anyway.
add_msg( m_good, _( "%s wounds are closing up!" ), cr->disp_name( true ) ); | ||
if( g->u.sees( cr->pos() ) ) { | ||
add_msg( m_good, _( "%s wounds are closing up!" ), cr->disp_name( true ) ); | ||
} |
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Not caused here, but it seems that it still prints the message even if there are no wounds to close up.
if( mon->is_player() ) { | ||
who.add_msg_if_player( m_info, _( "There's some buffoon in the way!" ) ); | ||
} else if( mon->is_monster() ) { | ||
// TODO: Houseflies, mosquitoes, etc shouldn't count |
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We won't have those.
It's allowed to fire through you if you are on an inside-vehicle tile, because it can't hit you there. |
Purpose of change
Digital disinsection
Describe the solution
Cherry-picked from DDA:
CleverRaven#46266
CleverRaven#46345
CleverRaven#46242
CleverRaven#42549
CleverRaven#46407
CleverRaven#40995
CleverRaven#46433
CleverRaven#46465
CleverRaven#46453 (the bug persists if z-levels are disabled)
CleverRaven#46521
CleverRaven#46536
Describe alternatives you've considered
Calling Ghostbusters?
Testing
Didn't test fixes for profession / regen message, but those are trivial.
The rest either have tests from original PRs or were tested manually.
Turret's friendly fire check is really weird: the turret sometimes refused to shoot until I moved 10 tiles away from the line of fire, and sometimes it fired right over my shoulder (through my tile).