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Manage furniture objects by means of 'generic_factory' #16646
Manage furniture objects by means of 'generic_factory' #16646
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@@ -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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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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Good catch! EDIT: Fixed in 2545a1d.
Follows #15977 and #16368. This PR doesn't go off the beaten track of terrain, therefore I'll spare a verbose description.