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Fixed bug that led to endless loop in nearest_enemy_dir().
[plomrogue]
/
src
/
draw_wins.c
diff --git
a/src/draw_wins.c
b/src/draw_wins.c
index 624a240970cfb141b81ff1c58a3a79d8f17ad801..b589a30ec7a8644ee5679c11395cb3916b737cb0 100644
(file)
--- a/
src/draw_wins.c
+++ b/
src/draw_wins.c
@@
-386,13
+386,13
@@
extern void draw_win_inventory(struct Win * win)
add_line(win, "(none)", 0, 0);
return;
}
add_line(win, "(none)", 0, 0);
return;
}
- win->center.y = world.inventory_sel
ect
;
+ win->center.y = world.inventory_sel;
struct MapObj * owned = player->owns;
uint8_t y;
for (y = 0; NULL != owned; y++)
{
attr_t attri = 0;
struct MapObj * owned = player->owns;
uint8_t y;
for (y = 0; NULL != owned; y++)
{
attr_t attri = 0;
- if (y == world.inventory_sel
ect
)
+ if (y == world.inventory_sel)
{
attri = A_REVERSE;
}
{
attri = A_REVERSE;
}