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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-28 21:46:27 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-28 21:46:27 +0000 |
commit | fc09d2de4c77399a6562507ad99c394d93c5cee9 (patch) | |
tree | b957a366c7ca56c83a0e3075aed0e738a0abf5ae /crawl-ref/source/effects.cc | |
parent | 0ffadca40b94c481141887d294d311ff738c2ad1 (diff) | |
download | crawl-ref-fc09d2de4c77399a6562507ad99c394d93c5cee9.tar.gz crawl-ref-fc09d2de4c77399a6562507ad99c394d93c5cee9.zip |
Fix 2004501: buggy ?identify; also finally properly id ?identify itself
after a successful identification (if there are several).
Fix 2004793: wandering mushroom flees - for real, this time (I hope).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6189 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r-- | crawl-ref/source/effects.cc | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index dc7ed52ea4..92729148ef 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -2736,7 +2736,7 @@ static void _catchup_monster_moves(monsters *mon, int turns) } else if (ranged_attack) { - // if we're doing short time movement and the monster has a + // If we're doing short time movement and the monster has a // ranged attack (missile or spell), then the monster will // flee to gain distance if its "too close", else it will // just shift its position rather than charge the player. -- bwr @@ -2744,18 +2744,18 @@ static void _catchup_monster_moves(monsters *mon, int turns) { mon->behaviour = BEH_FLEE; - // if the monster is on the target square, fleeing won't work + // If the monster is on the target square, fleeing won't work. if (mon->x == mon->target_x && mon->y == mon->target_y) { if (you.x_pos != mon->x || you.y_pos != mon->y) { - // flee from player's position if different + // Flee from player's position if different. mon->target_x = you.x_pos; mon->target_y = you.y_pos; } else { - // randomize the target so we have a direction to flee + // Randomize the target so we have a direction to flee. mon->target_x += (random2(3) - 1); mon->target_y += (random2(3) - 1); } |