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authorChris Campbell <chriscampbell89@gmail.com>2014-07-09 11:57:30 +0100
committerChris Campbell <chriscampbell89@gmail.com>2014-07-09 14:20:05 +0100
commit28beea6b951314f59ca6018dedc0d0cb87f0eac2 (patch)
tree9d14deef2eaeafecedfb7e7e386af1350c863fef /crawl-ref/source/actor.h
parent16e9270f56188ed993ec5a9755fe3874158ab40c (diff)
downloadcrawl-ref-28beea6b951314f59ca6018dedc0d0cb87f0eac2.tar.gz
crawl-ref-28beea6b951314f59ca6018dedc0d0cb87f0eac2.zip
Fix magical shields being unable to block most ranged attacks (#8772)
They checked that the player either had a shield equipped or had the bone plates mutation, so TSO's divine shield, Qazlal shielding and Condensation shield could all never block ranged attacks (except for those from ranged weapons, since those now follow the same codepath as melee attacks!).
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index 6c3dda5bf6..f2c1b42aae 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -253,6 +253,7 @@ public:
int stab_bypass = 0) const;
virtual int melee_evasion(const actor *attacker,
ev_ignore_type ign = EV_IGNORE_NONE) const = 0;
+ virtual bool shielded() const = 0;
virtual int shield_bonus() const = 0;
virtual int shield_block_penalty() const = 0;
virtual int shield_bypass_ability(int tohit) const = 0;