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authorRaphael Langella <raphael.langella@gmail.com>2012-03-03 09:23:19 +0100
committerRaphael Langella <raphael.langella@gmail.com>2012-03-03 09:23:19 +0100
commit50c4d20a4f9dac1095fc4c1edaffb917b10f0c0e (patch)
tree99516925627bb89132885761ecdfafd061423fda /crawl-ref/source/noise.h
parentc7f59202aa0218cc590cab16bf18611fc9b0d9b3 (diff)
downloadcrawl-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.h1
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)