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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-09-10 09:59:37 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-09-10 09:59:37 +0000 |
commit | dea58872adf42144fad9d1dbdeb5f09cf4433402 (patch) | |
tree | def840dc98ef1dc2db871ce2366f50e447c7963b /crawl-ref/source/player.h | |
parent | a821a5c34708aff459b31f4d16d2c33ec0ca0ecd (diff) | |
download | crawl-ref-dea58872adf42144fad9d1dbdeb5f09cf4433402.tar.gz crawl-ref-dea58872adf42144fad9d1dbdeb5f09cf4433402.zip |
Applying several patches by dolorous:
* 1789774: intrinsic mutations for undead
* 1790380: kobold special handling of disease
* 1790723: missing periods
* 1791092: Xom potion handling
It's arguable whether we want such fine distinction between
races. As David pointed out, small things of lesser
importance might clutter the mutations screen. For now, I
think transparency is good. And if it seems to much, we
could remove a few.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2064 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.h')
-rw-r--r-- | crawl-ref/source/player.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h index fa566a5d9b..7a87e5d676 100644 --- a/crawl-ref/source/player.h +++ b/crawl-ref/source/player.h @@ -394,10 +394,10 @@ void contaminate_player(int change, bool statusOnly = false); bool poison_player( int amount, bool force = false ); void reduce_poison_player( int amount ); -void confuse_player( int amount, bool resistable = true ); +bool confuse_player( int amount, bool resistable = true ); void reduce_confuse_player( int amount ); -void slow_player( int amount ); +bool slow_player( int amount ); void dec_slow_player(); void haste_player( int amount ); @@ -407,7 +407,7 @@ void dec_haste_player(); bool disease_player( int amount ); void dec_disease_player(); -void rot_player( int amount ); +bool rot_player( int amount ); bool player_has_spell( int spell ); size_type player_size( int psize = PSIZE_TORSO, bool base = false ); |