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author | Robert Vollmert <rvollmert@gmx.net> | 2009-11-10 14:34:37 +0100 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-11-10 14:34:37 +0100 |
commit | 672df2f6a49ff8683255e5bad316674d16285f0c (patch) | |
tree | a3d04761b18fce07545c67f08f6c4471d31cd659 /crawl-ref/source/misc.h | |
parent | d2b8c2a72d975b9bf6a3f8ea41cff136adf8cb0a (diff) | |
download | crawl-ref-672df2f6a49ff8683255e5bad316674d16285f0c.tar.gz crawl-ref-672df2f6a49ff8683255e5bad316674d16285f0c.zip |
Add conditional bloodifying function and use it in some places.
This might help the reported blood-covered deep water, though
I didn't see any obvious case that was a likely cause.
Diffstat (limited to 'crawl-ref/source/misc.h')
-rw-r--r-- | crawl-ref/source/misc.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/crawl-ref/source/misc.h b/crawl-ref/source/misc.h index 83d6791d62..3a6aad81f1 100644 --- a/crawl-ref/source/misc.h +++ b/crawl-ref/source/misc.h @@ -44,6 +44,9 @@ void bleed_onto_floor(const coord_def& where, monster_type mon, int damage, bool spatter = false, bool smell_alert = true); void generate_random_blood_spatter_on_level(); +// Set FPROP_BLOODY after checking bleedability. +bool maybe_bloodify_square(const coord_def& where); + bool check_annotation_exclusion_warning(); void up_stairs(dungeon_feature_type force_stair = DNGN_UNSEEN, entry_cause_type entry_cause = EC_UNKNOWN); |