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authorAdam Borowski <kilobyte@angband.pl>2013-01-07 01:25:26 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-01-07 01:28:03 +0100
commitf5d745b671aed2eb61b24e2eda74d089323679b0 (patch)
tree5835aed1bf7ac15ed6585a67657fc2e46895384e /crawl-ref/source/ouch.h
parent53fb3a225c386f26a5bdb0c796ca20604c0f1a08 (diff)
downloadcrawl-ref-f5d745b671aed2eb61b24e2eda74d089323679b0.tar.gz
crawl-ref-f5d745b671aed2eb61b24e2eda74d089323679b0.zip
Rework and unify passive acid code, give it (and active acid) to jelly form.
This makes monsters suffer acid when attacking a monster jelly, too. I removed the message when an item resists acid: it was given in some cases but not others.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r--crawl-ref/source/ouch.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h
index a274c4313f..9d897be564 100644
--- a/crawl-ref/source/ouch.h
+++ b/crawl-ref/source/ouch.h
@@ -63,7 +63,6 @@ int check_your_resists(int hurted, beam_type flavour, string source,
bolt *beam = 0, bool doEffects = true);
void splash_with_acid(int acid_strength, bool corrode_items = true,
string hurt_msg = "");
-void weapon_acid(int acid_strength);
class actor;
int actor_to_death_source(const actor* agent);