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zex20913
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icon Door/sword oddity... (0)  
In lvl. 7 2N, if you stand on the yellow door, hit the orb, and turn the sword 3x counterclockwise, there\'s still a remnant of the sword. This may have been left over from fixing the glitch where the snake could kill you there.

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02-24-2003 at 12:51 AM
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ErikH2000
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icon Re: Door/sword oddity... (0)  
zex20913 wrote:
In lvl. 7 2N, if you stand on the yellow door, hit the orb, and turn the sword 3x counterclockwise, there\'s still a remnant of the sword. This may have been left over from fixing the glitch where the snake could kill you there.
Okay, I recorded it. We\'ll take a look in testing.

-Erik


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02-24-2003 at 04:06 AM
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Schik
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icon Re: Door/sword oddity... (0)  
I took a look at this for kicks, and here\'s what I came up with.

In CRoomWidget:: DirtySpriteTiles(), there\'s all this nice code that keeps track of where swords are and where raised swords are, and then marks the appropriate tiles as dirty. It all looks like it\'s working correctly.

Then there\'s this UpdateDrawSquareInfo(), which clears all the old tile information (including raisedSword). UpdateDrawSquareInfo() gets called by UpdateFromPlots() which is called every frame if there\'s a Serpent in the room, since the Serpent calls DbRoom::Plot().

I\'m not submitting this as a patch, but if you comment out the
memset(this->pTileInfo, 0, dwSquareCount * sizeof(TILEINFO));
it seems to work. I didn\'t test very much *at all*, so I don\'t know if that breaks other stuff, but it certainly makes the bug in that particular situation disappear.



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04-10-2003 at 12:16 AM
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