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author | wheals <shm.mark@gmail.com> | 2014-02-13 17:30:40 -0500 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-29 23:49:58 -0400 |
commit | 7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch) | |
tree | 0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/spl-damage.cc | |
parent | efe43552feae675eb0654e67188a19492e8ea6e9 (diff) | |
download | crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.tar.gz crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.zip |
Remove mangroves, make single trees block LOS.
Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
Diffstat (limited to 'crawl-ref/source/spl-damage.cc')
-rw-r--r-- | crawl-ref/source/spl-damage.cc | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.cc b/crawl-ref/source/spl-damage.cc index 2900073e53..796473e42d 100644 --- a/crawl-ref/source/spl-damage.cc +++ b/crawl-ref/source/spl-damage.cc @@ -1202,7 +1202,6 @@ static int _shatter_walls(coord_def where, int pow, actor *agent) break; case DNGN_TREE: - case DNGN_MANGROVE: chance = 33; break; |