From 0a6277c6b116b9905f946fec968b5bcb990eeea0 Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Sat, 7 Dec 2019 00:08:10 +0000 Subject: [PATCH] InternalDropBlood: use correct data to determine blood type. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8717 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- TileEngine/Smell.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/TileEngine/Smell.cpp b/TileEngine/Smell.cpp index f581b080..c5ba337c 100644 --- a/TileEngine/Smell.cpp +++ b/TileEngine/Smell.cpp @@ -392,7 +392,9 @@ void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng if (ubOldStrength > 0) { // blood already there... we'll leave the decay time as it is - if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType) + // sevenfm: blood floor type stored in smell byte! + //if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType) + if (BLOOD_FLOOR_TYPE(pMapElement->ubSmellInfo) == ubType) { // combine blood strengths! ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );