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authorChris Campbell <chriscampbell89@gmail.com>2014-02-09 17:39:19 +0000
committerChris Campbell <chriscampbell89@gmail.com>2014-02-09 19:37:44 +0000
commit2b0288b017874b531edc7170ef78c41c9fceec94 (patch)
tree2843344ad1094f8ee2b8289bfb07fcb89f902070 /crawl-ref/source/effects.h
parent2294cc43dd8b4ea7e92c0ebc61ceb1f27b411394 (diff)
downloadcrawl-ref-2b0288b017874b531edc7170ef78c41c9fceec94.tar.gz
crawl-ref-2b0288b017874b531edc7170ef78c41c9fceec94.zip
Don't arc electricity when attacking with an elec weapon in water
The main thing it did was cause annoying prompts when you could hit yourself or an ally with the arc. It was rarely relevant other than that, and just made elec brand a bit more complicated unnecessarily.
Diffstat (limited to 'crawl-ref/source/effects.h')
-rw-r--r--crawl-ref/source/effects.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/effects.h b/crawl-ref/source/effects.h
index 1b509b19cf..3aa4926695 100644
--- a/crawl-ref/source/effects.h
+++ b/crawl-ref/source/effects.h
@@ -57,8 +57,6 @@ int torment(actor *attacker, int taux, const coord_def& where);
int torment_player(actor *attacker, int taux);
int torment_monsters(coord_def where, actor *attacker, int taux);
-void conduct_electricity(coord_def where, actor *attacker);
-
void cleansing_flame(int pow, int caster, coord_def where,
actor *attacker = NULL);