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author | Shmuale Mark <shm.mark@gmail.com> | 2014-03-08 19:50:33 -0500 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-08 20:42:05 -0500 |
commit | 15be66f726488cb2783819566f7efceab7069a2e (patch) | |
tree | 190b9ea8e40b5905c5aa54e7b9194b6cda6176c3 /crawl-ref/source/actor.h | |
parent | 428849b03052c4253dbc0b0a2ced2c1bbc12745d (diff) | |
download | crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.tar.gz crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.zip |
Make all abyss teleports shift the Abyss (minmay).
Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r-- | crawl-ref/source/actor.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h index 2b68b2fc43..4d18aa012e 100644 --- a/crawl-ref/source/actor.h +++ b/crawl-ref/source/actor.h @@ -211,7 +211,6 @@ public: virtual void banish(actor *agent, const string &who = "") = 0; virtual void blink(bool allow_partial_control = true) = 0; virtual void teleport(bool right_now = false, - bool abyss_shift = false, bool wizard_tele = false) = 0; virtual bool poison(actor *attacker, int amount = 1, bool force = false) = 0; virtual bool sicken(int amount, bool allow_hint = true, bool quiet = false) = 0; |