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author | pauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-04 10:25:43 +0000 |
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committer | pauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-04 10:25:43 +0000 |
commit | 5b08020c58fcb60f2862799b9f585962e90c4b84 (patch) | |
tree | ce512260d7dd88d140b79df79eacd5491f9c2efd /crawl-ref/source/player.h | |
parent | dd2b32b7460547c0f18795763e53182045df084d (diff) | |
download | crawl-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.h | 6 |
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 * *********************************************************************** */ |