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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/melee_attack.h | |
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/melee_attack.h')
-rw-r--r-- | crawl-ref/source/melee_attack.h | 3 |
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(); |