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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-16 21:08:32 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-27 17:02:33 -0600 |
commit | fde016144d74dc363d43e65ef647e980391aeadc (patch) | |
tree | 49d3673f03e94bc9c7cd3d9e52233b11288cb366 /crawl-ref/source/main.cc | |
parent | ec5b00754ba4caf6cd637a454de3f9989dd7ea0f (diff) | |
download | crawl-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.cc | 3 |
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; |