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authorDracoOmega <draco_omega@live.com>2014-03-06 09:13:57 -0330
committerDracoOmega <draco_omega@live.com>2014-03-06 13:07:44 -0330
commit3aa8c9cabbcd501a3d7460d4cd266e52f5216a63 (patch)
treeb441961bd95728bf769a77851a81d1f88b812679 /crawl-ref/source/message.cc
parentf9aa60e1623331cbd39d1e060a6dfe6867e86981 (diff)
downloadcrawl-ref-3aa8c9cabbcd501a3d7460d4cd266e52f5216a63.tar.gz
crawl-ref-3aa8c9cabbcd501a3d7460d4cd266e52f5216a63.zip
Don't sometimes wake the player on MSGCH_SOUND messages being printed
Not only is gameplay code being trigger in message handling kind of icky, but this was also nearly certain to never be relevant.
Diffstat (limited to 'crawl-ref/source/message.cc')
-rw-r--r--crawl-ref/source/message.cc4
1 files changed, 0 insertions, 4 deletions
diff --git a/crawl-ref/source/message.cc b/crawl-ref/source/message.cc
index 93628b2a90..0d3cc14427 100644
--- a/crawl-ref/source/message.cc
+++ b/crawl-ref/source/message.cc
@@ -1376,10 +1376,6 @@ static void mpr_check_patterns(const string& message,
if (channel != MSGCH_DIAGNOSTICS && channel != MSGCH_EQUIPMENT)
interrupt_activity(AI_MESSAGE, channel_to_str(channel) + ":" + message);
- // Any sound has a chance of waking the PC if the PC is asleep.
- if (channel == MSGCH_SOUND)
- you.check_awaken(5);
-
if (!Options.sound_mappings.empty())
for (unsigned i = 0; i < Options.sound_mappings.size(); i++)
{