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authorNicholas Feinberg <pleasingfung@gmail.com>2014-07-25 23:34:03 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-07-25 23:34:03 -0700
commitabea293a62c99dfa66bc3b3947e472c134a77fe6 (patch)
tree2424bd44d15ee8be7964e9355d4387876a5dabaa /crawl-ref/source/player.h
parent97ab1de69b8c3bc7317c6ff0717fdbd564c50c1a (diff)
downloadcrawl-ref-abea293a62c99dfa66bc3b3947e472c134a77fe6.tar.gz
crawl-ref-abea293a62c99dfa66bc3b3947e472c134a77fe6.zip
Make ranged weapon delay display properly on @
It only works if you have the appropriate projectile type quivered (otherwise it shows you as if using the weapon in melee, i.e. breadswing speed), but that's still an improvement. Also, constify.
Diffstat (limited to 'crawl-ref/source/player.h')
-rw-r--r--crawl-ref/source/player.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index f6fa48b3fc..0c0d14b883 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -513,7 +513,8 @@ public:
int body_weight(bool base = false) const;
brand_type damage_brand(int which_attack = -1);
int damage_type(int which_attack = -1);
- random_var attack_delay(item_def *weapon, item_def *projectile = NULL,
+ random_var attack_delay(const item_def *weapon, const
+ item_def *projectile = NULL,
bool random = true, bool scaled = true) const;
int constriction_damage() const;