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authorChris Campbell <chriscampbell89@gmail.com>2013-07-08 12:44:05 +0100
committerChris Campbell <chriscampbell89@gmail.com>2013-07-09 22:51:49 +0100
commit13e74c75a2375367276b806c38f62791a9b98a24 (patch)
tree4b358e049fa3283f220facf81ba638efebdab26b /crawl-ref/source/shout.cc
parentb6558daefe4317bd3965769dfce37223a27ab1e9 (diff)
downloadcrawl-ref-13e74c75a2375367276b806c38f62791a9b98a24.tar.gz
crawl-ref-13e74c75a2375367276b806c38f62791a9b98a24.zip
Remove player clinging
As a player mechanic, it's almost never relevant and in the few cases where it can be relevant it's quickly obsoleted by fairly common sources of flight, as well as being unnecessarily complicated (no diagonal clinging for some reason?). As a race-specific mechanic it also results in a lot of annoying message spam ("You open the door. You fall off the door.").
Diffstat (limited to 'crawl-ref/source/shout.cc')
-rw-r--r--crawl-ref/source/shout.cc3
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/shout.cc b/crawl-ref/source/shout.cc
index 76adf12d8d..844684c8a2 100644
--- a/crawl-ref/source/shout.cc
+++ b/crawl-ref/source/shout.cc
@@ -595,8 +595,7 @@ void check_player_sense(sense_type sense, int range, const coord_def& where)
break;
case SENSE_WEB_VIBRATION:
- // Spider form
- if (you.can_cling_to_walls())
+ if (you.form == TRAN_SPIDER)
{
you.check_awaken(range - player_distance);
// Don't message if you can see the square.