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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-05-14 10:42:56 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-05-14 11:05:04 -0600 |
commit | f79658290cfba25e9b1108889a64994f933d6e1f (patch) | |
tree | 08847e99d719e89487540106eea654850868ddf6 /crawl-ref/source/actor.h | |
parent | edb40d360931499a73b11273a2af2a7e1d5fe4f4 (diff) | |
download | crawl-ref-f79658290cfba25e9b1108889a64994f933d6e1f.tar.gz crawl-ref-f79658290cfba25e9b1108889a64994f933d6e1f.zip |
Melt away lava orcs.
When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r-- | crawl-ref/source/actor.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h index ab996adcee..3b850ad6a3 100644 --- a/crawl-ref/source/actor.h +++ b/crawl-ref/source/actor.h @@ -357,8 +357,10 @@ public: virtual bool haloed() const; // Within an umbra? virtual bool umbraed() const; +#if TAG_MAJOR_VERSION == 34 // Being heated by a heat aura? virtual bool heated() const; +#endif // Squared halo radius. virtual int halo_radius2() const = 0; // Squared silence radius. @@ -366,7 +368,9 @@ public: // Squared liquefying radius virtual int liquefying_radius2() const = 0; virtual int umbra_radius2() const = 0; +#if TAG_MAJOR_VERSION == 34 virtual int heat_radius2() const = 0; +#endif virtual bool glows_naturally() const = 0; |