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author | Raphael Langella <raphael.langella@gmail.com> | 2012-03-03 09:23:19 +0100 |
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committer | Raphael Langella <raphael.langella@gmail.com> | 2012-03-03 09:23:19 +0100 |
commit | 50c4d20a4f9dac1095fc4c1edaffb917b10f0c0e (patch) | |
tree | 99516925627bb89132885761ecdfafd061423fda /crawl-ref/source/noise.h | |
parent | c7f59202aa0218cc590cab16bf18611fc9b0d9b3 (diff) | |
download | crawl-ref-50c4d20a4f9dac1095fc4c1edaffb917b10f0c0e.tar.gz crawl-ref-50c4d20a4f9dac1095fc4c1edaffb917b10f0c0e.zip |
Permarock walls completely block noise.
This fixes zig spring which rely on room isolation (and maybe other vaults).
Since the gameplay purpose or permarock is complete isolation, this should
work well.
Diffstat (limited to 'crawl-ref/source/noise.h')
-rw-r--r-- | crawl-ref/source/noise.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/noise.h b/crawl-ref/source/noise.h index 7ddefe8781..e33cec5df8 100644 --- a/crawl-ref/source/noise.h +++ b/crawl-ref/source/noise.h @@ -18,6 +18,7 @@ // sound goes farther. // const int BASE_NOISE_ATTENUATION_MILLIS = 850; +const int NOISE_ATTENUATION_COMPLETE = 250000; const int LOWEST_AUDIBLE_NOISE_INTENSITY_MILLIS = 1000; static inline int noise_is_audible(int noise_intensity_millis) |