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authorShmuale Mark <shm.mark@gmail.com>2014-03-19 18:55:38 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-04-27 16:01:08 -0400
commita5c5f62ab8b6da919c58377e2c251380f65cc653 (patch)
tree6ed62dc1a6099075587d5bef360df48a26afefc3 /crawl-ref/source/ouch.cc
parent9da1fa0942dabbe43d7ea81e1c8649ece15c5274 (diff)
downloadcrawl-ref-a5c5f62ab8b6da919c58377e2c251380f65cc653.tar.gz
crawl-ref-a5c5f62ab8b6da919c58377e2c251380f65cc653.zip
Auto-id jewellery on equip.
In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
Diffstat (limited to 'crawl-ref/source/ouch.cc')
-rw-r--r--crawl-ref/source/ouch.cc7
1 files changed, 0 insertions, 7 deletions
diff --git a/crawl-ref/source/ouch.cc b/crawl-ref/source/ouch.cc
index ba7b513341..7a700fd3ab 100644
--- a/crawl-ref/source/ouch.cc
+++ b/crawl-ref/source/ouch.cc
@@ -386,9 +386,6 @@ int check_your_resists(int hurted, beam_type flavour, string source,
break;
} // end switch
- if (doEffects)
- maybe_id_resist(flavour);
-
return hurted;
}
@@ -434,11 +431,7 @@ void splash_with_acid(int acid_strength, int death_source, bool corrode_items,
mpr(hurt_msg ? hurt_msg : "The acid burns!");
if (post_res_dam < dam)
- {
canned_msg(MSG_YOU_RESIST);
- if (!player_res_acid(false, true))
- maybe_id_resist(BEAM_ACID);
- }
ouch(post_res_dam, death_source, KILLED_BY_ACID);
}