summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/actor.h
diff options
context:
space:
mode:
authorAdam Borowski <kilobyte@angband.pl>2013-11-03 22:32:18 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-11-05 05:14:15 +0100
commit845b7253b77e24652d57ab25fa4ca81a613c5cc4 (patch)
tree1e3d2a5cbd7164becfe2b9cff1a844d31819d8cb /crawl-ref/source/actor.h
parent7e637e9795085ebfbcb885c639f67e420be2e7fe (diff)
downloadcrawl-ref-845b7253b77e24652d57ab25fa4ca81a613c5cc4.tar.gz
crawl-ref-845b7253b77e24652d57ab25fa4ca81a613c5cc4.zip
Drop "soul auras".
They costed us complex bookkeeping every turn if there were any lost souls on the level. Instead, just check the "hard way" (faster than one turn worth of aura processing) whenever a monster dies. No functional changes.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h9
1 files changed, 4 insertions, 5 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index 8972e07493..fa2839ae44 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -363,11 +363,10 @@ public:
// Squared silence radius.
virtual int silence_radius2() const = 0;
// Squared liquefying radius
- virtual int liquefying_radius2 () const = 0;
- virtual int umbra_radius2 () const = 0;
- virtual int suppression_radius2 () const = 0;
- virtual int soul_aura_radius2 () const = 0;
- virtual int heat_radius2 () const = 0;
+ virtual int liquefying_radius2() const = 0;
+ virtual int umbra_radius2() const = 0;
+ virtual int suppression_radius2() const = 0;
+ virtual int heat_radius2() const = 0;
virtual bool glows_naturally() const = 0;