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authorDracoOmega <draco_omega@live.com>2014-01-19 16:39:19 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 02:30:54 -0330
commitac6ca4548c00c5cb49c950086407a4675ffc2f59 (patch)
treee07d6856b435a8db2d6eee43c570c5973eefad84 /crawl-ref/source/mon-abil.h
parent4d157780a42ef6100d50fa12be606cd54a84e1dd (diff)
downloadcrawl-ref-ac6ca4548c00c5cb49c950086407a4675ffc2f59.tar.gz
crawl-ref-ac6ca4548c00c5cb49c950086407a4675ffc2f59.zip
Remove nymph waterport touch
While I still feel like the attack could create a number of interesting tactical problems, the mostly-irresistable player relocation was fairly unpopular, so let's try giving them something else instead. (I'm pretty sure outright removing an AF type doesn't cause save compat issues if it couldn't occur in a ghost_demon struct, right?)
Diffstat (limited to 'crawl-ref/source/mon-abil.h')
-rw-r--r--crawl-ref/source/mon-abil.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-abil.h b/crawl-ref/source/mon-abil.h
index 4ed454005b..ee3615d360 100644
--- a/crawl-ref/source/mon-abil.h
+++ b/crawl-ref/source/mon-abil.h
@@ -41,7 +41,6 @@ bool lost_soul_revive(monster* mons);
bool lost_soul_spectralize(monster* mons);
int spawn_spirit_pack(const actor* target);
-void waterport_touch(monster* nymph, actor* target);
void treant_release_fauna(monster* mons);
bool apply_grasping_roots(monster* mons);
void check_grasping_roots(actor* act, bool quiet = false);