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@@ -359,7 +359,7 @@ std::string item::info(bool showtext, std::vector<iteminfo> *dump, game *g, bool |
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if ( g != NULL && debug == false && |
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( g->debugmon == true || g->u.has_artifact_with(AEP_SUPER_CLAIRVOYANCE) ) |
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) debug=true; |
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if( !is_null() ) |
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if( !is_null() && g != NULL) |
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{ |
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dump->push_back(iteminfo("BASE", _("Volume: "), "", volume(), true, "", false, true)); |
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dump->push_back(iteminfo("BASE", _(" Weight: "), "", g->u.convert_weight(weight()), false, "", true, true)); |
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@@ -1432,7 +1432,11 @@ std::string item::get_material(int m) const |
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if (corpse != NULL && typeId() == "corpse" ) |
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return corpse->mat; |
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if ( is_null()) |
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return "NULL type"; |
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return (m==2)?type->m2:type->m1; |
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} |
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bool item::made_of(phase_id phase) const |
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@@ -2213,7 +2217,7 @@ bool item::reload(player &u, char ammo_invlet) |
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item *ammo_to_use = (ammo_invlet != 0 ? &u.inv.item_by_letter(ammo_invlet) : NULL); |
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// also check if wielding ammo |
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if (ammo_to_use->is_null()) { |
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if (ammo_to_use == NULL || ammo_to_use->is_null()) { |
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if (u.is_armed() && u.weapon.is_ammo() && u.weapon.invlet == ammo_invlet) |
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ammo_to_use = &u.weapon; |
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} |
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This comment has been minimized.
Savidiy commented onDec 1, 2013
f0e7326Hi!
350:
std::string item::info(bool showtext)
{
std::vector dummy;
return info(showtext, &dummy);
}
This code don't pass a game parameter. Not displays the properties in craft menu, review of items around and examine of cells.