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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-19 16:34:23 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-19 16:34:23 +0000
commit07458d34157d0b88c1ff7aac4f668dc73c952cc3 (patch)
treec29f15640ef044820b8d49540fbd17202ce6e80c /crawl-ref/source/beam.cc
parent6fb3fad32735b161cd4a37dde5b66ddcabe1a294 (diff)
downloadcrawl-ref-07458d34157d0b88c1ff7aac4f668dc73c952cc3.tar.gz
crawl-ref-07458d34157d0b88c1ff7aac4f668dc73c952cc3.zip
Add more minor cosmetic fixes, and make sure Burn/Freeze always annoys
the monster, for consistency with beams. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5127 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 6e0b8d4838..a27fbbc1bc 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -3871,7 +3871,7 @@ static int _affect_monster(bolt &beam, monsters *mon, item_def *item)
hurt_final -= random2(1 + mon->ac);
}
- if (hurt_final < 1)
+ if (hurt_final < 0)
hurt_final = 0;
const int raw_damage = hurt_final;
@@ -3963,7 +3963,7 @@ static int _affect_monster(bolt &beam, monsters *mon, item_def *item)
}
// Don't annoy friendlies or good neutrals if the player's beam
- // did no damage. Hostiles will still take umbrage.
+ // did no damage. Hostiles will still take umbrage.
if (hurt_final > 0 || !mons_wont_attack(mon) || !YOU_KILL(beam.thrower))
behaviour_event(mon, ME_ANNOY, _beam_source(beam) );
}
@@ -4014,7 +4014,7 @@ static int _affect_monster(bolt &beam, monsters *mon, item_def *item)
conduct.enabled = true;
- // the beam hit.
+ // The beam hit.
if (mons_near(mon))
{
mprf("The %s %s %s.",
@@ -4025,8 +4025,8 @@ static int _affect_monster(bolt &beam, monsters *mon, item_def *item)
}
else
{
- // the player might hear something,
- // if _they_ fired a missile (not beam)
+ // The player might hear something, if _they_ fired a missile
+ // (not beam).
if (!silenced(you.x_pos, you.y_pos) && beam.flavour == BEAM_MISSILE
&& YOU_KILL(beam.thrower))
{