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authorShmuale Mark <shm.mark@gmail.com>2014-03-08 19:50:33 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-03-08 20:42:05 -0500
commit15be66f726488cb2783819566f7efceab7069a2e (patch)
tree190b9ea8e40b5905c5aa54e7b9194b6cda6176c3 /crawl-ref/source/monster.h
parent428849b03052c4253dbc0b0a2ced2c1bbc12745d (diff)
downloadcrawl-ref-15be66f726488cb2783819566f7efceab7069a2e.tar.gz
crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.zip
Make all abyss teleports shift the Abyss (minmay).
Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
Diffstat (limited to 'crawl-ref/source/monster.h')
-rw-r--r--crawl-ref/source/monster.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/monster.h b/crawl-ref/source/monster.h
index ca08ffb8ab..1d2a77226e 100644
--- a/crawl-ref/source/monster.h
+++ b/crawl-ref/source/monster.h
@@ -438,7 +438,6 @@ public:
void blame_damage(const actor *attacker, int amount);
void blink(bool allow_partial_control = true);
void teleport(bool right_now = false,
- bool abyss_shift = false,
bool wizard_tele = false);
void suicide(int hp = -1);