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authorgammafunk <gammafunk@gmail.com>2014-05-16 21:08:06 -0500
committergammafunk <gammafunk@gmail.com>2014-05-26 22:44:47 -0500
commitb364f15f4eeff0e148b6fc026c01de1327254cd2 (patch)
treec33df17f5496f4b58188486a35ee16029d77628d /crawl-ref/source/player.h
parent1ea5aace817995441953ee3cb63f49f62a45ff88 (diff)
downloadcrawl-ref-b364f15f4eeff0e148b6fc026c01de1327254cd2.tar.gz
crawl-ref-b364f15f4eeff0e148b6fc026c01de1327254cd2.zip
Don't use inventory weight for the chance of activating a shaft trap
Shaft traps previously considered the actor's total inventory weight in addition to body weight, but the player burden calculation code isn't worth keeping for this consideration alone. The chance of a shaft trap activating now depends only on the actor's body weight.
Diffstat (limited to 'crawl-ref/source/player.h')
-rw-r--r--crawl-ref/source/player.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index 2cbf7e02eb..9fd02426f2 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -508,7 +508,6 @@ public:
bool is_habitable_feat(dungeon_feature_type actual_grid) const;
size_type body_size(size_part_type psize = PSIZE_TORSO, bool base = false) const;
int body_weight(bool base = false) const;
- int total_weight() 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,