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authorNicholas Feinberg <pleasingfung@gmail.com>2014-07-13 15:38:23 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-07-13 17:19:02 -0700
commitd22ebac678fa1c1d0a60048a72ba445e3ed190d1 (patch)
treea63ccd59b4bb01408be9fc5843c20f2f878e2cd2 /crawl-ref/source/spl-clouds.cc
parent5562ea36cc1ba917da155a9dd93e6bf71d022771 (diff)
downloadcrawl-ref-d22ebac678fa1c1d0a60048a72ba445e3ed190d1.tar.gz
crawl-ref-d22ebac678fa1c1d0a60048a72ba445e3ed190d1.zip
Separate 'permanent' and 'temporary' monster hit dice
As part of a wider scheme to make draining temporary.
Diffstat (limited to 'crawl-ref/source/spl-clouds.cc')
-rw-r--r--crawl-ref/source/spl-clouds.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-clouds.cc b/crawl-ref/source/spl-clouds.cc
index 400b70f4b3..0ed204953c 100644
--- a/crawl-ref/source/spl-clouds.cc
+++ b/crawl-ref/source/spl-clouds.cc
@@ -331,7 +331,7 @@ int holy_flames(monster* caster, actor* defender)
{
const coord_def pos = defender->pos();
int cloud_count = 0;
- const int dur = 8 + random2avg(caster->hit_dice * 3, 2);
+ const int dur = 8 + random2avg(caster->get_hit_dice() * 3, 2);
for (adjacent_iterator ai(pos); ai; ++ai)
{