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authorreaverb <reaverb.Crawl@gmail.com>2014-05-22 01:49:24 -0400
committerreaverb <reaverb.Crawl@gmail.com>2014-05-22 03:40:19 -0400
commit65f78419b7e18e151230fa8906451c8b8c85d26c (patch)
tree950d91ccb1bb3a316b6283fb977678b5f6217182 /crawl-ref/source/misc.cc
parent94537065d378a10efb3c0ace0ae552999f5b43c4 (diff)
downloadcrawl-ref-65f78419b7e18e151230fa8906451c8b8c85d26c.tar.gz
crawl-ref-65f78419b7e18e151230fa8906451c8b8c85d26c.zip
Remove Blurry Vision's effect on trap detection
A) It doesn't really promote interesting decisions B) If desirable, it could be moved to a new mutation
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc3
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 62039ed0de..7d298084f7 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -1184,8 +1184,7 @@ void search_around()
skill += you.piety * 2;
int farskill = skill;
- if (int mut = you.mutation[MUT_BLURRY_VISION])
- farskill >>= mut;
+
// Traps and doors stepdown skill:
// skill/(2x-1) for squares at distance x
int max_dist = div_rand_round(farskill, 32);