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fixed bug when using different normal and deadly shield time
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 1cc2f72b6a42f55b412607049633ed5f1ed1a588..4b7533ad779cabe27e85c770da5dae961eaf2378 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-14430,9
+14430,13
@@
static int DigField(struct PlayerInfo *player,
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- player->shield_normal_time_left += level.shield_normal_time;
+ int shield_time = (element == EL_SHIELD_DEADLY ?
+ level.shield_deadly_time :
+ level.shield_normal_time);
+
+ player->shield_normal_time_left += shield_time;
if (element == EL_SHIELD_DEADLY)
if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left +=
level.shield_deadly
_time;
+ player->shield_deadly_time_left +=
shield
_time;
}
else if (element == EL_DYNAMITE ||
element == EL_EM_DYNAMITE ||
}
else if (element == EL_DYNAMITE ||
element == EL_EM_DYNAMITE ||