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authorDracoOmega <draco_omega@live.com>2013-01-12 16:24:23 -0330
committerelliptic <hyperelliptical@gmail.com>2013-01-28 03:51:45 -0500
commit731738093b5a9d40ec2cfc15c386a2f942e04c86 (patch)
tree772a8ac753d90c6693ad589472502a56ec3bc635 /crawl-ref/source/spl-damage.h
parentd559fc35df2a81480a939bcc1d1dbce5c75afa8e (diff)
downloadcrawl-ref-731738093b5a9d40ec2cfc15c386a2f942e04c86.tar.gz
crawl-ref-731738093b5a9d40ec2cfc15c386a2f942e04c86.zip
Refactor fireball to use standard zap routine
The code in the fireball() function was essentially identical to this already, and it is unclear why it was specifically seperated.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index 74d62e5d2c..3b3d2e0073 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -7,7 +7,6 @@
struct bolt;
class dist;
-spret_type fireball(int pow, bolt &beam, bool fail = false);
spret_type cast_delayed_fireball(bool fail);
void setup_fire_storm(const actor *source, int pow, bolt &beam);
spret_type cast_fire_storm(int pow, bolt &beam, bool fail);