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authorAdam Borowski <kilobyte@angband.pl>2012-07-17 17:50:16 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-10-03 19:04:35 +0200
commit982b7ac1cbe365bc3c6e91a43129a3c84e4636e7 (patch)
treee1baf39b14364a44d91f11f86f0e204cff5952b4 /crawl-ref/source/beam.h
parent55a2e7c8ec7f47e4433f0416546f9538bf37c995 (diff)
downloadcrawl-ref-982b7ac1cbe365bc3c6e91a43129a3c84e4636e7.tar.gz
crawl-ref-982b7ac1cbe365bc3c6e91a43129a3c84e4636e7.zip
Make melee combat use common AC code.
No functionality changes here, as melee always use regular AC rules.
Diffstat (limited to 'crawl-ref/source/beam.h')
-rw-r--r--crawl-ref/source/beam.h11
1 files changed, 0 insertions, 11 deletions
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h
index b1d1ec38a8..e4106cd1f2 100644
--- a/crawl-ref/source/beam.h
+++ b/crawl-ref/source/beam.h
@@ -23,17 +23,6 @@ enum mon_resist_type
MON_OTHER, // monster unaffected, but for other reasons
};
-enum ac_type
-{
- AC_NONE,
- // These types block small amounts of damage, hardly affecting big hits.
- AC_NORMAL,
- AC_HALF,
- AC_TRIPLE,
- // This one stays fair over arbitrary splits.
- AC_PROPORTIONAL,
-};
-
class dist;
typedef FixedArray<int, 19, 19> explosion_map;