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authorAdam Borowski <kilobyte@angband.pl>2010-11-12 00:27:57 +0100
committerAdam Borowski <kilobyte@angband.pl>2010-11-12 00:27:57 +0100
commit0a3f00ba83644830b61a6881d1363c2ee2951386 (patch)
treef4674c9c70851b8c9dc98ff177e7bac82af3da26 /crawl-ref/source/spl-damage.h
parentb7777b1bcda86ff040a584ad22e520245947765c (diff)
downloadcrawl-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.h2
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