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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/melee_attack.h
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/melee_attack.h')
-rw-r--r--crawl-ref/source/melee_attack.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/crawl-ref/source/melee_attack.h b/crawl-ref/source/melee_attack.h
index 401855ca58..82f0b07473 100644
--- a/crawl-ref/source/melee_attack.h
+++ b/crawl-ref/source/melee_attack.h
@@ -62,7 +62,6 @@ public:
// To-hit is a function of attacker/defender, inherited from attack
int calc_to_hit(bool random = true);
- int calc_attack_delay(bool random = true, bool scaled = true);
static void chaos_affect_actor(actor *victim);
@@ -162,8 +161,6 @@ private:
int staff_damage(skill_type skill);
void apply_staff_damage();
void player_stab_check();
- random_var player_weapon_speed();
- random_var player_unarmed_speed();
void player_announce_aux_hit();
string player_why_missed();
void player_warn_miss();