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authorChris Campbell <chriscampbell89@gmail.com>2013-12-03 05:41:29 +0000
committerChris Campbell <chriscampbell89@gmail.com>2013-12-03 06:26:33 +0000
commit26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8 (patch)
tree609b00900149646f4b3034d034b4613d520a37b2 /crawl-ref/source/mon-util.h
parent5517a7c3cfad323cb5bdf136f8d30bf2f53c7fc6 (diff)
downloadcrawl-ref-26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8.tar.gz
crawl-ref-26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8.zip
Don't let Dryads walk through trees
Being able to awaken trees and pull you next to them is a strong combination on its own, it's not necessary for them to also hide in the trees while doing so. Removes a lot of code for handling wall movement since rock worms are gone too, but leaves HT_ROCK - it appears that spatial maelstroms sort-of-use it (not sure if they actually need it, though).
Diffstat (limited to 'crawl-ref/source/mon-util.h')
-rw-r--r--crawl-ref/source/mon-util.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-util.h b/crawl-ref/source/mon-util.h
index 3728ca85ff..8e541b97b0 100644
--- a/crawl-ref/source/mon-util.h
+++ b/crawl-ref/source/mon-util.h
@@ -202,7 +202,6 @@ flight_type mons_flies(const monster* mon, bool temp = true);
bool mons_flattens_trees(const monster* mon);
int mons_class_res_wind(monster_type mc);
-bool mons_wall_shielded(const monster* mon);
mon_itemuse_type mons_class_itemuse(monster_type mc);
mon_itemuse_type mons_itemuse(const monster* mon);