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authorAdam Borowski <kilobyte@angband.pl>2013-02-24 19:29:46 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-02-24 19:29:46 +0100
commita78472a8274367d8ad77ac97ff34e9ae935314b5 (patch)
tree8c70e94393c8da39aca62c145c3194eb5b0fcafb /crawl-ref/source/fight.h
parente4c888dc13ae7de627151f1bc745f511e70206fa (diff)
downloadcrawl-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.h4
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,