Set _micaster type to mienemy_type

Rino never made use of the player id, so no reason to abuse _micaster
This commit is contained in:
Anders Jenbo 2021-08-23 06:59:22 +02:00
commit 96b19ca8d5
5 changed files with 14 additions and 17 deletions

View file

@ -2772,7 +2772,7 @@ bool OperateShrineMagical(int pnum)
player.position.tile,
player._pdir,
MIS_MANASHIELD,
-1,
TARGET_PLAYERS,
pnum,
0,
2 * leveltype);
@ -2947,7 +2947,7 @@ bool OperateShrineCryptic(int pnum)
player.position.tile,
player._pdir,
MIS_NOVA,
-1,
TARGET_PLAYERS,
pnum,
0,
2 * leveltype);
@ -3085,7 +3085,7 @@ bool OperateShrineHoly(int pnum)
break;
} while (nSolidTable[lv] || dObject[xx][yy] != 0 || dMonster[xx][yy] != 0);
AddMissile(player.position.tile, { xx, yy }, player._pdir, MIS_RNDTELEPORT, -1, pnum, 0, 2 * leveltype);
AddMissile(player.position.tile, { xx, yy }, player._pdir, MIS_RNDTELEPORT, TARGET_PLAYERS, pnum, 0, 2 * leveltype);
if (pnum != MyPlayerId)
return false;
@ -3953,7 +3953,7 @@ bool OperateFountains(int pnum, int i)
player.position.tile,
player._pdir,
MIS_INFRA,
-1,
TARGET_PLAYERS,
pnum,
0,
2 * leveltype);