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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/player-act.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/player-act.cc')
-rw-r--r--crawl-ref/source/player-act.cc5
1 files changed, 0 insertions, 5 deletions
diff --git a/crawl-ref/source/player-act.cc b/crawl-ref/source/player-act.cc
index 989548466d..289f8f26ad 100644
--- a/crawl-ref/source/player-act.cc
+++ b/crawl-ref/source/player-act.cc
@@ -713,12 +713,7 @@ bool player::can_go_berserk(bool intentional, bool potion, bool quiet) const
if (!intentional && !potion && clarity())
{
if (verbose)
- {
mpr("You're too calm and focused to rage.");
- if (!clarity(false))
- maybe_id_clarity();
- }
-
return false;
}