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author | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-19 16:34:23 +0000 |
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committer | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-19 16:34:23 +0000 |
commit | 07458d34157d0b88c1ff7aac4f668dc73c952cc3 (patch) | |
tree | c29f15640ef044820b8d49540fbd17202ce6e80c /crawl-ref/source/beam.cc | |
parent | 6fb3fad32735b161cd4a37dde5b66ddcabe1a294 (diff) | |
download | crawl-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.cc | 10 |
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)) { |