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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-02-27 11:26:06 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-02-27 11:28:02 -0700 |
commit | bc91c1a70fa22b8bed8363131c1eacf5f928ffcc (patch) | |
tree | 0e01ff06be8aa541f8cbb1b3ff3ee9f47864c305 /crawl-ref/source/spl-damage.cc | |
parent | e3a43be560f5bfd2d774c6c5a29ab64a1ddef3c0 (diff) | |
download | crawl-ref-bc91c1a70fa22b8bed8363131c1eacf5f928ffcc.tar.gz crawl-ref-bc91c1a70fa22b8bed8363131c1eacf5f928ffcc.zip |
Make arena_delay available outside of arena as view_delay.
So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
Diffstat (limited to 'crawl-ref/source/spl-damage.cc')
-rw-r--r-- | crawl-ref/source/spl-damage.cc | 20 |
1 files changed, 3 insertions, 17 deletions
diff --git a/crawl-ref/source/spl-damage.cc b/crawl-ref/source/spl-damage.cc index d2f922935c..068c87c398 100644 --- a/crawl-ref/source/spl-damage.cc +++ b/crawl-ref/source/spl-damage.cc @@ -2446,13 +2446,7 @@ spret_type cast_thunderbolt(actor *caster, int pow, coord_def aim, bool fail) beam.draw(p->first); } - int flash_delay = 200; - if (crawl_state.game_is_arena()) - { - flash_delay *= Options.arena_delay; - flash_delay /= 600; - } - delay(flash_delay); + scaled_delay(200); beam.glyph = 0; // FIXME: a hack to avoid "appears out of thin air" @@ -2991,13 +2985,6 @@ spret_type cast_glaciate(actor *caster, int pow, coord_def aim, bool fail) #endif beam.draw_delay = 0; - int zap_delay = 25; - if (crawl_state.game_is_arena()) - { - zap_delay *= Options.arena_delay; - zap_delay /= 600; - } - for (int i = 1; i <= range; i++) { for (map<coord_def, aff_type>::const_iterator p = @@ -3009,11 +2996,10 @@ spret_type cast_glaciate(actor *caster, int pow, coord_def aim, bool fail) beam.draw(p->first); } - delay(zap_delay); + scaled_delay(25); } - zap_delay *= 3; - delay(zap_delay); + scaled_delay(100); if (you.can_see(caster) || caster->is_player()) { |