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authorRobert Vollmert <rvollmert@gmx.net>2009-11-08 10:22:51 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-08 10:22:51 +0100
commit0ccae520b8691c5bb0188449c7c53b8e4f6d130c (patch)
tree5fb5764d2712c4d98a81073dff7565a4c95a5146 /crawl-ref/source/actor.h
parent0869a80df1986501c68f608d71aaac4acea882dc (diff)
downloadcrawl-ref-0ccae520b8691c5bb0188449c7c53b8e4f6d130c.tar.gz
crawl-ref-0ccae520b8691c5bb0188449c7c53b8e4f6d130c.zip
actor::haloed() now returns whether the actor is within any halo.
This may not always be what is meant.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index a542c73306..be566ce97a 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -202,7 +202,7 @@ public:
virtual bool asleep() const { return (false); }
virtual bool backlit(bool check_haloed = true) const = 0;
- // Within player halo.
+ // Within any actor's halo?
virtual bool haloed() const;
// Halo radius.
virtual int halo_radius() const = 0;