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author | Raphael Langella <raphael.langella@gmail.com> | 2012-01-05 21:59:23 +0100 |
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committer | Raphael Langella <raphael.langella@gmail.com> | 2012-01-05 22:13:51 +0100 |
commit | 97cd5d75c001f7b4029962776af97664832f3d47 (patch) | |
tree | 72b57d873339abf1bc85bcbed035febe024dab61 /crawl-ref/source/ouch.h | |
parent | 3abd0b0143e2c8c00f75dceea6074a6c438ed1bf (diff) | |
download | crawl-ref-97cd5d75c001f7b4029962776af97664832f3d47.tar.gz crawl-ref-97cd5d75c001f7b4029962776af97664832f3d47.zip |
Scale constriction damage with time.
Use the time scaling code which was used for clouds.
Should fix #5168, at least for player constriction. I'm not sure if it's
right for monsters. It doesn't check the actual energy used, just the base
monster speed.
It should bring back anaconda to a more reasonable threat level. It does
raise slightly the damage for nagas.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r-- | crawl-ref/source/ouch.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h index 8b4785d41a..5b71927641 100644 --- a/crawl-ref/source/ouch.h +++ b/crawl-ref/source/ouch.h @@ -81,4 +81,5 @@ bool expose_player_to_element(beam_type flavour, int strength = 0, bool damage_inventory = true); void screen_end_game(std::string text); +int timescale_damage(const actor *act, int damage); #endif |