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author | Adam Borowski <kilobyte@angband.pl> | 2011-07-18 02:07:32 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2011-07-18 02:12:07 +0200 |
commit | 5aaa1d73326d1e7de71da91aa0afef330197c3fe (patch) | |
tree | 311344672471c4b64d1f45bd835ca19f5932bfa7 /crawl-ref/source/spl-damage.h | |
parent | 10e7cd3e721e34b3930e5b0274a9e0d28505f51a (diff) | |
download | crawl-ref-5aaa1d73326d1e7de71da91aa0afef330197c3fe.tar.gz crawl-ref-5aaa1d73326d1e7de71da91aa0afef330197c3fe.zip |
Fix teleportation moving Tornado with you.
It's hard to explain how the winds could follow you, especially as they
don't do so between levels. Translocating within the radius doesn't cause
an immediate abort, but there is a penalty steep enough that for practical
purpose it does. Long distance teleports let you get out of cooldown, short
ones don't.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r-- | crawl-ref/source/spl-damage.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h index 0d1965d00c..9c41aa0f61 100644 --- a/crawl-ref/source/spl-damage.h +++ b/crawl-ref/source/spl-damage.h @@ -29,7 +29,8 @@ int wielding_rocks(); bool cast_sandblast(int powc, bolt &beam); bool cast_tornado(int powc); void tornado_damage(actor *caster, int dur); -void cancel_tornado(); +void cancel_tornado(bool tloc = false); +void tornado_move(const coord_def &pos); actor* forest_near_enemy(const actor *mon); void forest_message(const coord_def pos, const std::string &msg, |