diff --git a/resources/Changelog.md b/resources/Changelog.md index 21b3cf5..abaec8f 100644 --- a/resources/Changelog.md +++ b/resources/Changelog.md @@ -14,6 +14,7 @@ - Fixed AI player's shadow remaining after death - Fixed doctors not healing stationed NPCs +- Fixed production miscalculation in locations where AI players died - Fixed New Village name, rooms etc. - Fixed radio construction - Fixed Nob Hill room background diff --git a/source/Burntime.Remaster/Logic/Character/Character.cs b/source/Burntime.Remaster/Logic/Character/Character.cs index a60dbd4..3509c39 100644 --- a/source/Burntime.Remaster/Logic/Character/Character.cs +++ b/source/Burntime.Remaster/Logic/Character/Character.cs @@ -414,8 +414,11 @@ public virtual void Die() ani.Endless = false; // schedule for respawn - ClassicGame classic = (ClassicGame)container.Root; - classic.World.Respawn.Object.Respawn(this); + if (this is not PlayerCharacter) + { + ClassicGame classic = (ClassicGame)container.Root; + classic.World.Respawn.Object.Respawn(this); + } } public virtual void Revive() diff --git a/source/Burntime.Remaster/Logic/World.cs b/source/Burntime.Remaster/Logic/World.cs index 03bb3ea..08027ee 100644 --- a/source/Burntime.Remaster/Logic/World.cs +++ b/source/Burntime.Remaster/Logic/World.cs @@ -109,10 +109,15 @@ public virtual void Turn() Players[i].IsDead = true; Players[i].DiedThisRound = true; + Players[i].Character.Location = null; } } else + { Players[i].DiedThisRound = false; + // fix for saves that don't do this yet + Players[i].Character.Location = null; + } if (!Players[i].IsDead) {