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authorAdam Borowski <kilobyte@angband.pl>2013-07-10 19:26:42 +0200
committerAdam Borowski <kilobyte@angband.pl>2013-07-10 19:26:42 +0200
commit1addaaf8ee92de5060fdb436f93251843abd2035 (patch)
tree1e7c5e4eeb4fe08527bb2fbfd15c1d6f4957a33e /crawl-ref/source/map_knowledge.cc
parent1bc77d242ca25376a8a86a79614afa345c1f0c8b (diff)
downloadcrawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.tar.gz
crawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.zip
Bye bye clinging.
With player clinging removed, monster doesn't make much sense. Note that I personally somehow like clinging -- even if it's rarely useful except early on, it was quite harmless. However, I'm strongly against having players and monsters inconsistent when there's no very good reason. Thus, reverting this and MarvinPA's change is an option. Just please keep or revert them together.
Diffstat (limited to 'crawl-ref/source/map_knowledge.cc')
-rw-r--r--crawl-ref/source/map_knowledge.cc4
1 files changed, 0 insertions, 4 deletions
diff --git a/crawl-ref/source/map_knowledge.cc b/crawl-ref/source/map_knowledge.cc
index 6a3486477e..d10add9505 100644
--- a/crawl-ref/source/map_knowledge.cc
+++ b/crawl-ref/source/map_knowledge.cc
@@ -29,10 +29,6 @@ void set_terrain_changed(int x, int y)
dungeon_events.fire_position_event(DET_FEAT_CHANGE, p);
los_terrain_changed(p);
-
- for (orth_adjacent_iterator ai(p); ai; ++ai)
- if (actor *act = actor_at(*ai))
- act->check_clinging(false, feat_is_door(grd(p)));
}
void set_terrain_mapped(int x, int y)