dead/killed flags

develop
PatrikLundell 2018-06-08 11:09:11 +02:00
parent 654f798b83
commit 0ec3df6022
1 changed files with 3 additions and 2 deletions

@ -160,8 +160,9 @@ command_result cursecheck (color_ostream &out, vector <string> & parameters)
{
df::unit * unit = world->units.all[i];
// filter out all "living" units that are currently removed from play
// don't spam all completely dead creatures if not explicitly wanted
if(unit->flags1.bits.dead && ignoreDead)
if((unit->flags1.bits.dead && !unit->flags2.bits.killed) || (unit->flags2.bits.killed && ignoreDead))
{
continue;
}
@ -217,7 +218,7 @@ command_result cursecheck (color_ostream &out, vector <string> & parameters)
cursetype.c_str(),
// technically most cursed creatures are undead,
// therefore output 'active' if they are not completely dead
unit->flags1.bits.dead ? "deceased" : "active",
unit->flags2.bits.killed ? "deceased" : "active",
unit->flags3.bits.ghostly ? "-ghostly" : "",
missing ? "-missing" : ""
);