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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-20 22:53:13 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-20 22:53:13 +0000
commit8e6aed77dcf612ec06f14c8ad8f79d83d813ac5b (patch)
tree46b6b0d5cc01cc5e17bd77e47addf3508432855c /crawl-ref/source/externs.h
parent28b0d8ccf5840100bb223502ae19951c859d84b6 (diff)
downloadcrawl-ref-8e6aed77dcf612ec06f14c8ad8f79d83d813ac5b.tar.gz
crawl-ref-8e6aed77dcf612ec06f14c8ad8f79d83d813ac5b.zip
Clean up rotting in melee attacks to not kill the target directly and to
use special_damage_msg, as with draining. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8636 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/externs.h')
-rw-r--r--crawl-ref/source/externs.h7
1 files changed, 4 insertions, 3 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h
index f0195f1f04..d5e3f7e8a6 100644
--- a/crawl-ref/source/externs.h
+++ b/crawl-ref/source/externs.h
@@ -336,7 +336,8 @@ public:
virtual bool can_bleed() const = 0;
virtual bool mutate() = 0;
virtual bool drain_exp(actor *agent, bool quiet = false) = 0;
- virtual void rot(actor *agent, int amount, int immediate = 0) = 0;
+ virtual bool rot(actor *agent, int amount, int immediate = 0,
+ bool quiet = false) = 0;
virtual int hurt(const actor *attacker, int amount,
beam_type flavour = BEAM_MISSILE,
bool cleanup_dead = true) = 0;
@@ -1074,7 +1075,7 @@ public:
void confuse(actor *, int strength);
void heal(int amount, bool max_too = false);
bool drain_exp(actor *, bool quiet = false);
- void rot(actor *, int amount, int immediate = 0);
+ bool rot(actor *, int amount, int immediate = 0, bool quiet = false);
int hurt(const actor *attacker, int amount,
beam_type flavour = BEAM_MISSILE,
bool cleanup_dead = true);
@@ -1506,7 +1507,7 @@ public:
void slow_down(actor *, int str);
void confuse(actor *, int strength);
bool drain_exp(actor *, bool quiet = false);
- void rot(actor *, int amount, int immediate = 0);
+ bool rot(actor *, int amount, int immediate = 0, bool quiet = false);
int hurt(const actor *attacker, int amount,
beam_type flavour = BEAM_MISSILE,
bool cleanup_dead = true);