diff --git a/src/handle_action.cpp b/src/handle_action.cpp index 71eb8af87dc6a..a1fbc0b10145d 100644 --- a/src/handle_action.cpp +++ b/src/handle_action.cpp @@ -901,23 +901,23 @@ static void sleep() return; } uilist as_m; - as_m.text = _( "Are you sure you want to sleep?" ); + as_m.text = _( "Are you sure you want to sleep?" ); // (Y)es/(S)ave before sleeping/(N)o - as_m.entries.emplace_back( 0, true, - get_option( "FORCE_CAPITAL_YN" ) ? 'Y' : 'y', - _( "Yes." ) ); - as_m.entries.emplace_back( 1, g->get_moves_since_last_save(), - get_option( "FORCE_CAPITAL_YN" ) ? 'S' : 's', - _( "Yes, and save game before sleeping." ) ); as_m.entries.emplace_back( 2, true, get_option( "FORCE_CAPITAL_YN" ) ? 'N' : 'n', _( "No." ) ); + as_m.entries.emplace_back( 1, g->get_moves_since_last_save(), + get_option( "FORCE_CAPITAL_YN" ) ? 'S' : 's', + _( "Yes, and save game before sleeping." ) ); + as_m.entries.emplace_back( 0, true, + get_option( "FORCE_CAPITAL_YN" ) ? 'Y' : 'y', + _( "Yes." ) ); // List all active items, bionics or mutations so player can deactivate them std::vector active; for( auto &it : u.inv_dump() ) { - if( it->active && ( it->charges > 0 || it->units_remaining( u ) > 0 ) && - it->is_transformable() ) { + if( it->has_flag( flag_LITCIG ) || + ( it->active && ( it->charges > 0 || it->units_remaining( u ) > 0 ) && it->is_tool() ) ) { active.push_back( it->tname() ); } } @@ -959,10 +959,10 @@ static void sleep() std::stringstream data; if( !active.empty() ) { data << as_m.text << std::endl; - data << _( "You may want to deactivate these before you sleep." ) << std::endl; + data << _( "You may want to turn off:" ) << std::endl; data << " " << std::endl; for( auto &a : active ) { - data << a << std::endl; + data << "" << a << "" << std::endl; } as_m.text = data.str(); }