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author | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-04 17:29:34 -0800 |
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committer | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-04 17:29:34 -0800 |
commit | ebce0ae5a24d6af41ebb888c50cb14b770d22f89 (patch) | |
tree | c78fecb68056e7914babd29a2da7a8d12f627dd6 /crawl-ref/source/l_mons.cc | |
parent | 984882ad632106c8611ceabe9a584d3da400c2c5 (diff) | |
download | crawl-ref-ebce0ae5a24d6af41ebb888c50cb14b770d22f89.tar.gz crawl-ref-ebce0ae5a24d6af41ebb888c50cb14b770d22f89.zip |
Sound overhaul: sound where spell hits
Directed spells now do noise where they hit a monster/player, rather
than where they're cast (enchantment spells have 0 noise when they hit);
casting these spells generates a noise of loudness 1 where the spell
caster is. The noise level is hard-coded in beam.cc's zap_data array
(and setup by zapping()), and is constant regardless of the amount of
damage done or the beam's power. Beam-ish spells generates a seperate
sound event for each target hit. Spells which miss generate no noise.
Diffstat (limited to 'crawl-ref/source/l_mons.cc')
0 files changed, 0 insertions, 0 deletions