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authorRaphael Langella <raphael.langella@gmail.com>2012-01-05 21:59:23 +0100
committerRaphael Langella <raphael.langella@gmail.com>2012-01-05 22:13:51 +0100
commit97cd5d75c001f7b4029962776af97664832f3d47 (patch)
tree72b57d873339abf1bc85bcbed035febe024dab61 /crawl-ref/source/ouch.h
parent3abd0b0143e2c8c00f75dceea6074a6c438ed1bf (diff)
downloadcrawl-ref-97cd5d75c001f7b4029962776af97664832f3d47.tar.gz
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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.h1
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