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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-28 21:46:27 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-28 21:46:27 +0000
commitfc09d2de4c77399a6562507ad99c394d93c5cee9 (patch)
treeb957a366c7ca56c83a0e3075aed0e738a0abf5ae /crawl-ref/source/effects.cc
parent0ffadca40b94c481141887d294d311ff738c2ad1 (diff)
downloadcrawl-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.cc8
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);
}