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author | Adam Borowski <kilobyte@angband.pl> | 2013-01-07 01:25:26 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-01-07 01:28:03 +0100 |
commit | f5d745b671aed2eb61b24e2eda74d089323679b0 (patch) | |
tree | 5835aed1bf7ac15ed6585a67657fc2e46895384e /crawl-ref/source/ouch.h | |
parent | 53fb3a225c386f26a5bdb0c796ca20604c0f1a08 (diff) | |
download | crawl-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.h | 1 |
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); |