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authorSteve Melenchuk <smelenchuk@gmail.com>2014-04-28 22:31:55 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-04-28 22:31:55 -0600
commit05377e05db167e0930e5aed317b269b717cc08ef (patch)
tree3fabc80be4d11697d526666e0aa60ec2f63df4cd /crawl-ref/source/melee_attack.h
parentf0d8313a57775a19a39dd8052f3b4b27fc2aa612 (diff)
downloadcrawl-ref-05377e05db167e0930e5aed317b269b717cc08ef.tar.gz
crawl-ref-05377e05db167e0930e5aed317b269b717cc08ef.zip
Make ranged attacks play a bit nicer with fsim.
Report accuracy correctly; don't let some effects like blood splatter and distortion trigger (as with old melee attacks).
Diffstat (limited to 'crawl-ref/source/melee_attack.h')
-rw-r--r--crawl-ref/source/melee_attack.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/melee_attack.h b/crawl-ref/source/melee_attack.h
index e699e6eb43..1fee800369 100644
--- a/crawl-ref/source/melee_attack.h
+++ b/crawl-ref/source/melee_attack.h
@@ -40,8 +40,6 @@ public:
bool jump_blocked;
coord_def attack_position;
- bool simu;
-
public:
melee_attack(actor *attacker, actor *defender,
int attack_num = -1, int effective_attack_num = -1,