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authorRobert Vollmert <rvollmert@gmx.net>2010-06-05 21:00:30 +0200
committerRobert Vollmert <rvollmert@gmx.net>2010-06-05 21:01:12 +0200
commitb04b34393950f3abdd09fef7a93ed15125aa49ce (patch)
treee5b603cdaefe4c025b3b5fd5ddecb152bc46701b /crawl-ref/source/mon-project.h
parentcfc5e62daf52fd1e191b2ea8bc181c081caf813b (diff)
downloadcrawl-ref-b04b34393950f3abdd09fef7a93ed15125aa49ce.tar.gz
crawl-ref-b04b34393950f3abdd09fef7a93ed15125aa49ce.zip
Update IOOD specially in _catchup_monster_moves.
It gets to move straight for a number of turns, dissipating when encountering a solid feature or a monster. Should fix issue #1680.
Diffstat (limited to 'crawl-ref/source/mon-project.h')
-rw-r--r--crawl-ref/source/mon-project.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-project.h b/crawl-ref/source/mon-project.h
index f10b543097..24e1c40cc3 100644
--- a/crawl-ref/source/mon-project.h
+++ b/crawl-ref/source/mon-project.h
@@ -11,5 +11,6 @@
bool cast_iood(actor *caster, int pow, bolt *beam);
bool iood_act(monsters &mon, bool no_trail = false);
+void iood_catchup(monsters *mon, int turns);
#endif