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author | Adam Borowski <kilobyte@angband.pl> | 2013-02-24 19:29:46 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-02-24 19:29:46 +0100 |
commit | a78472a8274367d8ad77ac97ff34e9ae935314b5 (patch) | |
tree | 8c70e94393c8da39aca62c145c3194eb5b0fcafb /crawl-ref/source/fight.h | |
parent | e4c888dc13ae7de627151f1bc745f511e70206fa (diff) | |
download | crawl-ref-a78472a8274367d8ad77ac97ff34e9ae935314b5.tar.gz crawl-ref-a78472a8274367d8ad77ac97ff34e9ae935314b5.zip |
Make the table of weapon str/dex weighting reflect _mostly_ status quo, use it.
I left intact (ie, effectively changed) bigger maces and axes (slightly
strengthier), extremes like quick blade and ogre clubs (slightly more
extremist), big polearms (glaive +1, bardiche +3). If any of you would
prefer weapon types to have identical weighting like before, a reference
list is on https://crawl.develz.org/mantis/view.php?id=5825
Note that for melee weapons, a redundant and out of sync copy was used
instead, this table was consulted only for launchers.
Diffstat (limited to 'crawl-ref/source/fight.h')
-rw-r--r-- | crawl-ref/source/fight.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/crawl-ref/source/fight.h b/crawl-ref/source/fight.h index c5d95acb30..a7861179ea 100644 --- a/crawl-ref/source/fight.h +++ b/crawl-ref/source/fight.h @@ -31,8 +31,6 @@ bool fight_melee(actor *attacker, actor *defender, bool *did_hit = NULL, int resist_adjust_damage(actor *defender, beam_type flavour, int res, int rawdamage, bool ranged = false); -int weapon_str_weight(object_class_type wpn_class, int wpn_type); - bool is_melee_weapon(const item_def *weapon); bool wielded_weapon_check(item_def *weapon, bool no_message = false); int calc_heavy_armour_penalty(bool random_factor); @@ -41,8 +39,6 @@ unchivalric_attack_type is_unchivalric_attack(const actor *attacker, const actor *defender); void chaos_affect_actor(actor *victim); -int player_weapon_str_weight(); -int player_weapon_dex_weight(); void get_cleave_targets(const actor* attacker, const coord_def& def, int dir, list<actor*> &targets); void get_all_cleave_targets(const actor* attacker, const coord_def& def, |