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author | Adam Borowski <kilobyte@angband.pl> | 2010-11-12 00:27:57 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2010-11-12 00:27:57 +0100 |
commit | 0a3f00ba83644830b61a6881d1363c2ee2951386 (patch) | |
tree | f4674c9c70851b8c9dc98ff177e7bac82af3da26 /crawl-ref/source/spl-damage.h | |
parent | b7777b1bcda86ff040a584ad22e520245947765c (diff) | |
download | crawl-ref-0a3f00ba83644830b61a6881d1363c2ee2951386.tar.gz crawl-ref-0a3f00ba83644830b61a6881d1363c2ee2951386.zip |
The Tornado spell, first stab.
There's no separate cloud type yet (I want greyish but not blocking LOS ones),
and moving monsters/items is not implemented yet.
Pushing so people can suggest an improvement to visual effects which suck
currently.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r-- | crawl-ref/source/spl-damage.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h index 45aefb5cfd..e33d467732 100644 --- a/crawl-ref/source/spl-damage.h +++ b/crawl-ref/source/spl-damage.h @@ -28,5 +28,7 @@ void cast_dispersal(int pow); bool cast_fragmentation(int powc, const dist& spd); int wielding_rocks(); bool cast_sandblast(int powc, bolt &beam); +bool cast_tornado(int powc); +void tornado_damage(int dur); #endif |