Fixed a bad bug in cloak/body armour wearing interaction (oops.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1813 c06c8d41-db1a-0410-9941-cceddc491573
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rem_stuff[ EQ_WEAPON ] = 0; /* can still hold a weapon */
rem_stuff[ EQ_CLOAK ] = 0;
rem_stuff[ EQ_HELMET ] = 0;
rem_stuff[ EQ_BOOTS ] = 0;
rem_stuff.erase(EQ_WEAPON); // can still hold a weapon
rem_stuff.erase(EQ_CLOAK);
rem_stuff.erase(EQ_HELMET);
rem_stuff.erase(EQ_BOOTS);
if ((you.species == SP_NAGA || you.species == SP_CENTAUR)
&& you.equip[ EQ_BOOTS ] != -1
&& you.inv[ you.equip[EQ_BOOTS] ].sub_type != ARM_NAGA_BARDING)
{
rem_stuff[EQ_BOOTS] = 1;
remove_equipment(rem_stuff);
}
// Removed barding check, no transformed creatures can wear barding
// anyway.
if (you.species == SP_NAGA || you.species == SP_CENTAUR)
remove_one_equip(EQ_BOOTS);
if (you.equip[EQ_BOOTS] != -1)
{
FixedVector < char, 8 > removed;
for (int i = EQ_WEAPON; i < EQ_RIGHT_RING; i++)
{
removed[i] = 0;
}
removed[EQ_BOOTS] = 1;
remove_equipment(removed);
}
remove_one_equip(EQ_BOOTS);
if (you.mutation[ mutat ] >= 3 && you.equip[ EQ_GLOVES ] != -1)
{
FixedVector < char, 8 > removed;
for (int i = EQ_WEAPON; i < EQ_RIGHT_RING; i++)
{
removed[i] = 0;
}
removed[ EQ_GLOVES ] = 1;
remove_equipment( removed );
}
if (you.mutation[ mutat ] >= 3)
remove_one_equip(EQ_GLOVES);