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authorjohnny shelley <jwshelley@shell-21003.(none)>2009-11-20 09:25:57 +0000
committerMatthew Cline <zelgadis@sourceforge.net>2009-11-20 02:31:13 -0800
commitb449537ec1d001f9acb920e777dc5d6928048f1b (patch)
treeb78fb5737ad05e234caafcdad85e246e02af7848 /crawl-ref/source/item_use.cc
parent7f34e34ed8ee293ac38caf5e7091cf10b48e5cd8 (diff)
downloadcrawl-ref-b449537ec1d001f9acb920e777dc5d6928048f1b.tar.gz
crawl-ref-b449537ec1d001f9acb920e777dc5d6928048f1b.zip
remove redundant 'charged' when firing electric arrows
Signed-off-by: Matthew Cline <zelgadis@sourceforge.net>
Diffstat (limited to 'crawl-ref/source/item_use.cc')
-rw-r--r--crawl-ref/source/item_use.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index cef3e363ba..99d98abaae 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -2160,7 +2160,7 @@ bool setup_missile_beam(const actor *agent, bolt &beam, item_def &item,
ammo_name = "silvery " + ammo_name;
}
- if (charged)
+ if (charged && ammo.special != SPMSL_ELECTRIC)
{
beam.name = "charged " + beam.name;
ammo_name = "charged " + ammo_name;