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authorAdam Borowski <kilobyte@angband.pl>2013-11-03 22:32:18 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-11-05 05:14:15 +0100
commit845b7253b77e24652d57ab25fa4ca81a613c5cc4 (patch)
tree1e3d2a5cbd7164becfe2b9cff1a844d31819d8cb /crawl-ref/source/monster.h
parent7e637e9795085ebfbcb885c639f67e420be2e7fe (diff)
downloadcrawl-ref-845b7253b77e24652d57ab25fa4ca81a613c5cc4.tar.gz
crawl-ref-845b7253b77e24652d57ab25fa4ca81a613c5cc4.zip
Drop "soul auras".
They costed us complex bookkeeping every turn if there were any lost souls on the level. Instead, just check the "hard way" (faster than one turn worth of aura processing) whenever a monster dies. No functional changes.
Diffstat (limited to 'crawl-ref/source/monster.h')
-rw-r--r--crawl-ref/source/monster.h9
1 files changed, 4 insertions, 5 deletions
diff --git a/crawl-ref/source/monster.h b/crawl-ref/source/monster.h
index d43d1601ed..3e9acefd75 100644
--- a/crawl-ref/source/monster.h
+++ b/crawl-ref/source/monster.h
@@ -378,11 +378,10 @@ public:
bool umbra(bool check_haloed = true, bool self_halo = true) const;
int halo_radius2() const;
int silence_radius2() const;
- int liquefying_radius2 () const;
- int umbra_radius2 () const;
- int suppression_radius2 () const;
- int soul_aura_radius2 () const;
- int heat_radius2 () const;
+ int liquefying_radius2() const;
+ int umbra_radius2() const;
+ int suppression_radius2() const;
+ int heat_radius2() const;
bool glows_naturally() const;
bool petrified() const;
bool petrifying() const;