// Actual player death is mostly handled in game::is_game_over void Character::die(Creature* nkiller) { set_killer( nkiller ); set_turn_died(int(calendar::turn)); if( has_effect( "lightsnare" ) ) { inv.add_item( item( "string_36", 0 ) ); inv.add_item( item( "snare_trigger", 0 ) ); } if( has_effect( "heavysnare" ) ) { inv.add_item( item( "rope_6", 0 ) ); inv.add_item( item( "snare_trigger", 0 ) ); } if( has_effect( "beartrap" ) ) { inv.add_item( item( "beartrap", 0 ) ); } }
// Actual player death is mostly handled in game::is_game_over void Character::die(Creature* nkiller) { set_killer( nkiller ); set_turn_died(int(calendar::turn)); if( has_effect( effect_lightsnare ) ) { inv.add_item( item( "string_36", 0 ) ); inv.add_item( item( "snare_trigger", 0 ) ); } if( has_effect( effect_heavysnare ) ) { inv.add_item( item( "rope_6", 0 ) ); inv.add_item( item( "snare_trigger", 0 ) ); } if( has_effect( effect_beartrap ) ) { inv.add_item( item( "beartrap", 0 ) ); } mission::on_creature_death( *this ); }
// Actual player death is mostly handled in game::is_game_over void Character::die(Creature* nkiller) { set_killer( nkiller ); set_turn_died(int(calendar::turn)); }