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authorRobert Vollmert <rvollmert@gmx.net>2009-11-06 19:25:37 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-06 19:26:33 +0100
commit8786fef5e47392ca5c3daa8e932c10e7c1ef9715 (patch)
tree88a59a682b4a82ce44b0c1f3b9a3a59ecee624a5 /crawl-ref/source/actor.h
parentf626e442c7a77191a145825507610d3b1ef40ab3 (diff)
downloadcrawl-ref-8786fef5e47392ca5c3daa8e932c10e7c1ef9715.tar.gz
crawl-ref-8786fef5e47392ca5c3daa8e932c10e7c1ef9715.zip
Implement actor::can_see.
This just relies on actor::visible_to and actor::see_cell. An arena special case was removed.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index b48945847d..69ae5ebf79 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -109,7 +109,7 @@ public:
virtual bool see_cell(const coord_def &c) const = 0;
// Can the actor actually see the target?
- virtual bool can_see(const actor *target) const = 0;
+ virtual bool can_see(const actor *target) const;
// Visibility as required by messaging. In usual play:
// Does the player know what's happening to the actor?