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authorShmuale Mark <shm.mark@gmail.com>2014-06-10 09:31:59 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-06-10 09:36:48 -0400
commitffd391d7850bbbc282688706f5714a885f07b182 (patch)
tree9ef1f9d7ee4e051216b42ee4dd5a782ea38e6209 /crawl-ref/source/itemname.cc
parent897c189157c822dcb87e64f4a38373bdd258e554 (diff)
downloadcrawl-ref-ffd391d7850bbbc282688706f5714a885f07b182.tar.gz
crawl-ref-ffd391d7850bbbc282688706f5714a885f07b182.zip
Combine the frost/flame and freezing/flaming brands.
Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
Diffstat (limited to 'crawl-ref/source/itemname.cc')
-rw-r--r--crawl-ref/source/itemname.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index 65645ad48d..fae13ca525 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -456,11 +456,11 @@ const char* weapon_brand_name(const item_def& item, bool terse)
case SPWPN_DRAGON_SLAYING: return terse ? "slay drac" : "dragon slaying";
case SPWPN_VENOM: return terse ? "venom" : "venom";
case SPWPN_PROTECTION: return terse ? "protect" : "protection";
- case SPWPN_EVASION: return terse ? "evade" : "evasion";
case SPWPN_DRAINING: return terse ? "drain" : "draining";
case SPWPN_SPEED: return terse ? "speed" : "speed";
case SPWPN_PAIN: return terse ? "pain" : "pain";
case SPWPN_DISTORTION: return terse ? "distort" : "distortion";
+ case SPWPN_REAPING: return terse ? "reap" : "reaping";
case SPWPN_VAMPIRICISM:
return terse ? "vamp" : ""; // non-terse already handled
@@ -485,11 +485,9 @@ const char* weapon_brand_name(const item_def& item, bool terse)
case SPWPN_ANTIMAGIC: return terse ? "antimagic" : ""; // non-terse
// handled elsewhere
- // ranged weapon brands
- case SPWPN_FLAME: return terse ? "flame" : "flame";
- case SPWPN_FROST: return terse ? "frost" : "frost";
+ // ranged
case SPWPN_PENETRATION: return terse ? "penet" : "penetration";
- case SPWPN_REAPING: return terse ? "reap" : "reaping";
+ case SPWPN_EVASION: return terse ? "evade" : "evasion";
// both ranged and non-ranged
case SPWPN_CHAOS: return terse ? "chaos" : "chaos";
@@ -500,6 +498,8 @@ const char* weapon_brand_name(const item_def& item, bool terse)
case SPWPN_REACHING: return terse ? "obsolete" : "reaching";
case SPWPN_RETURNING: return terse ? "obsolete" : "returning";
case SPWPN_CONFUSE: return terse ? "confuse" : "confusion";
+ case SPWPN_FLAME: return terse ? "obsolete" : "flame";
+ case SPWPN_FROST: return terse ? "obsolete" : "frost";
#endif
default: return terse ? "buggy" : "bugginess";
}