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authorSteve Melenchuk <smelenchuk@gmail.com>2014-04-16 21:08:32 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-04-27 17:02:33 -0600
commitfde016144d74dc363d43e65ef647e980391aeadc (patch)
tree49d3673f03e94bc9c7cd3d9e52233b11288cb366 /crawl-ref/source/main.cc
parentec5b00754ba4caf6cd637a454de3f9989dd7ea0f (diff)
downloadcrawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.tar.gz
crawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.zip
Ranged weapon delay.
Moves the delay calculations into player and monster respectively so that it can properly be done at the start of the ranged attack; it doesn't make sense to have them in attack or ranged_attack.
Diffstat (limited to 'crawl-ref/source/main.cc')
-rw-r--r--crawl-ref/source/main.cc3
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/main.cc b/crawl-ref/source/main.cc
index ba38585a01..b2fc117abf 100644
--- a/crawl-ref/source/main.cc
+++ b/crawl-ref/source/main.cc
@@ -2650,8 +2650,7 @@ static bool _untrap_target(const coord_def move, bool check_confused)
mpr("You swing at nothing.");
make_hungry(3, true);
// Take the usual attack delay.
- melee_attack attk(&you, NULL);
- you.time_taken = attk.calc_attack_delay();
+ you.time_taken = you.attack_delay(you.weapon());
}
you.turn_is_over = true;
return true;