DEADSOFTWARE

render monster drop after monsters, so monster corpses will not obscure ammo clips...
[d2df-sdl.git] / src / game / g_monsters.pas
index 8629bc954ae6143ed88e380cd3bc76795289b448..1b39ee849607715154823fed3b6caf519667c925 100644 (file)
@@ -2077,9 +2077,10 @@ begin
         it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
                              FObj.Y + (FObj.Rect.Height div 2),
                              c, True, False);
+        g_Items_SetDrop(it); // mark it as monster drop
         g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
                                         (FObj.Vel.Y div 2)-Random(4));
-        positionChanged(); // this updates spatial accelerators
+        //positionChanged(); // this updates spatial accelerators
         if g_Game_IsServer and g_Game_IsNet then
           MH_SEND_ItemSpawn(True, it);
       end;