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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-16 21:08:32 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-27 17:02:33 -0600 |
commit | fde016144d74dc363d43e65ef647e980391aeadc (patch) | |
tree | 49d3673f03e94bc9c7cd3d9e52233b11288cb366 /crawl-ref/source/actor.h | |
parent | ec5b00754ba4caf6cd637a454de3f9989dd7ea0f (diff) | |
download | crawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.tar.gz crawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.zip |
Ranged weapon delay.
Moves the delay calculations into player and monster respectively so
that it can properly be done at the start of the ranged attack; it
doesn't make sense to have them in attack or ranged_attack.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r-- | crawl-ref/source/actor.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h index 4d18aa012e..aefd6a8a13 100644 --- a/crawl-ref/source/actor.h +++ b/crawl-ref/source/actor.h @@ -2,6 +2,7 @@ #define ACTOR_H #include "itemprop-enum.h" +#include "random-var.h" enum ev_ignore_type { @@ -109,6 +110,10 @@ public: { return weapon(0); } + virtual random_var attack_delay(item_def *weapon, + item_def *projectile = NULL, + bool random = true, bool scaled = true) + const = 0; virtual int has_claws(bool allow_tran = true) const = 0; virtual item_def *shield() const = 0; virtual item_def *slot_item(equipment_type eq, |