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authorAdam Borowski <kilobyte@angband.pl>2011-04-14 05:53:26 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-04-14 06:12:10 +0200
commite4e38753a8d8fd2f89f4adad4eb04c31d39c9620 (patch)
tree4c4e20a1a608b3271437cdd8492e8e1d90061f20 /crawl-ref/source/coordit.h
parenta3f932ef06ff6b0771dfbec135b5c8926cebf5af (diff)
downloadcrawl-ref-e4e38753a8d8fd2f89f4adad4eb04c31d39c9620.tar.gz
crawl-ref-e4e38753a8d8fd2f89f4adad4eb04c31d39c9620.zip
Give magic mapping an uniform shape.
For the scroll, it makes no sense to not affect the whole map when you happen to stand just near an edge. Ashenzari and the mutation were fine. For decks and the ball, it makes no sense to see further diagonally.
Diffstat (limited to 'crawl-ref/source/coordit.h')
-rw-r--r--crawl-ref/source/coordit.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/coordit.h b/crawl-ref/source/coordit.h
index d2a52dcc61..48e6c2b1af 100644
--- a/crawl-ref/source/coordit.h
+++ b/crawl-ref/source/coordit.h
@@ -107,7 +107,7 @@ public:
distance_iterator(const coord_def& _center,
bool _fair = true,
bool exclude_center = true,
- int _max_radius = 107);
+ int _max_radius = GDM);
operator bool() const;
coord_def operator *() const;
const coord_def* operator->() const;