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