ones consistent. Also, display a proper warning message if a player tries to animate a single skeleton/corpse while not actually standing on one.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8707 c06c8d41-db1a-0410-9941-cceddc491573
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bool animate_remains(const coord_def &a, corpse_type class_allowed,
beh_type beha, unsigned short hitting,
god_type god = GOD_NO_GOD, bool actual = true,
bool quiet = false, int* mon_index = NULL);
int animate_remains(const coord_def &a, corpse_type class_allowed,
beh_type beha, unsigned short hitting,
god_type god = GOD_NO_GOD, bool actual = true,
bool quiet = false, int* mon_index = NULL);
bool animate_remains(const coord_def &a, corpse_type class_allowed,
beh_type beha, unsigned short hitting,
god_type god, bool actual,
bool quiet, int* mon_index)
int animate_remains(const coord_def &a, corpse_type class_allowed,
beh_type beha, unsigned short hitting,
god_type god, bool actual,
bool quiet, int* mon_index)
if (_animatable_remains(*si)
&& (class_allowed == CORPSE_BODY
|| si->sub_type == CORPSE_SKELETON))
if (class_allowed == CORPSE_BODY || si->sub_type == CORPSE_SKELETON)
mpr("You call on the dead to walk for you...");
animate_remains(you.pos(), CORPSE_BODY, BEH_FRIENDLY, you.pet_target,
GOD_YREDELEMNUL);
mpr("You attempt to give life to the dead...");
if (animate_remains(you.pos(), CORPSE_BODY, BEH_FRIENDLY,
you.pet_target, GOD_YREDELEMNUL) < 0)
{
mpr("There are no remains here to animate!");
}