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authorVsevolod Kozlov <zaba@thorium.homeunix.org>2009-11-10 16:48:44 +0300
committerVsevolod Kozlov <zaba@thorium.homeunix.org>2009-11-10 16:48:44 +0300
commit54ccf63c382d3e27c7165ee57a721929dc45f77c (patch)
tree50084e3a093d19b7826ea54834d4d3a5db2e3153 /crawl-ref/source/monster.h
parent672df2f6a49ff8683255e5bad316674d16285f0c (diff)
downloadcrawl-ref-54ccf63c382d3e27c7165ee57a721929dc45f77c.tar.gz
crawl-ref-54ccf63c382d3e27c7165ee57a721929dc45f77c.zip
Make actor::heal return bool; move heal_monster to monsters::heal.
monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
Diffstat (limited to 'crawl-ref/source/monster.h')
-rw-r--r--crawl-ref/source/monster.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/monster.h b/crawl-ref/source/monster.h
index 8ff03b76dd..8fdf14078a 100644
--- a/crawl-ref/source/monster.h
+++ b/crawl-ref/source/monster.h
@@ -371,7 +371,7 @@ public:
int hurt(const actor *attacker, int amount,
beam_type flavour = BEAM_MISSILE,
bool cleanup_dead = true);
- void heal(int amount, bool max_too = false);
+ bool heal(int amount, bool max_too = false);
void blink(bool allow_partial_control = true);
void teleport(bool right_now = false, bool abyss_shift = false);