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authorpauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-04 10:25:43 +0000
committerpauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-04 10:25:43 +0000
commit5b08020c58fcb60f2862799b9f585962e90c4b84 (patch)
treece512260d7dd88d140b79df79eacd5491f9c2efd /crawl-ref/source/player.h
parentdd2b32b7460547c0f18795763e53182045df084d (diff)
downloadcrawl-ref-5b08020c58fcb60f2862799b9f585962e90c4b84.tar.gz
crawl-ref-5b08020c58fcb60f2862799b9f585962e90c4b84.zip
On HUD:
Draw player name/race in yellow. Not great, I think; the rest of the HUD draws labels in, yellow and actual content in white, and this conflicts with that. Remove gold; shrink HUD by one line. Experience: David's idea Experiment: use ===--- for hp/mp bar On % screen: Make spelling and order of AC/Ev/Sh consistent with HUD Move gold to below HP/MP so god name is not cut off ("The Shining On***" looks awful) Did not do: HP->Health on HUD; currently not enough space for "Health: 123/456 (789)" git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4068 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.h')
-rw-r--r--crawl-ref/source/player.h6
1 files changed, 0 insertions, 6 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index ed7bff38f4..457db18132 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -315,12 +315,6 @@ void level_change(bool skip_attribute_increase = false);
/* ***********************************************************************
- * called from: skills
- * *********************************************************************** */
-void redraw_skill(const std::string &your_name, const std::string &class_name);
-
-
-/* ***********************************************************************
* called from: ability - fight - item_use - mutation - newgame - spells0 -
* transfor
* *********************************************************************** */