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Manage furniture objects by means of 'generic_factory' #16646

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merged 14 commits into from
May 28, 2016

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codemime
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Follows #15977 and #16368. This PR doesn't go off the beaten track of terrain, therefore I'll spare a verbose description.

@BevapDin BevapDin self-assigned this May 28, 2016
@@ -7352,7 +7352,7 @@ void game::close( const tripoint &closep )
}
} else if( closep == u.pos() ) {
add_msg(m_info, _("There's some buffoon in the way!"));
} else if (m.has_furn(closep) && m.furn_at(closep).close.empty()) {
} else if (m.has_furn(closep) && m.furn_at(closep).close) {
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@BevapDin BevapDin May 28, 2016

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The logic here is inverted. It should be && ! furn_at().close (boolean negation added). Currently it prevents me from closing an open safe with the message "There's a open safe in the way!"

Everything else is fine.

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@codemime codemime May 28, 2016

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Good catch! EDIT: Fixed in 2545a1d.

@BevapDin BevapDin removed their assignment May 28, 2016
@kevingranade kevingranade merged commit 2545a1d into CleverRaven:master May 28, 2016
@codemime codemime deleted the furn_generic_factory branch May 28, 2016 23:46
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3 participants