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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-01-28 12:52:55 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-01-28 12:52:55 -0700 |
commit | dab6825aa234e9b898c620ce05327b67264fedaf (patch) | |
tree | 6238bc89ec8b90e98f063969f5ef3a668a173567 /crawl-ref/source/spl-damage.h | |
parent | 7ad9fedfe6f1e7b45d9f49b8369ed327c58aec27 (diff) | |
parent | 1437299f7f3f6ffcd2f4fcd5b787d84df729bb69 (diff) | |
download | crawl-ref-dab6825aa234e9b898c620ce05327b67264fedaf.tar.gz crawl-ref-dab6825aa234e9b898c620ce05327b67264fedaf.zip |
Merge branch 'demonspawn-enemies'
With the forest dispersal work done, and with everything working up to
the original designer's standards, this is ready for trunk.
Conflicts:
crawl-ref/source/beam.cc
crawl-ref/source/dat/des/branches/pan.des
crawl-ref/source/enum.h
crawl-ref/source/hiscores.cc
crawl-ref/source/melee_attack.cc
crawl-ref/source/mgen_enum.h
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-data.h
crawl-ref/source/mon-ench.cc
crawl-ref/source/mon-info.cc
crawl-ref/source/mon-info.h
crawl-ref/source/mon-place.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/mon-util.cc
crawl-ref/source/mutation.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/spl-data.h
crawl-ref/source/status.cc
crawl-ref/source/wiz-you.cc
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 f874e71ef0..f19db4d73f 100644 --- a/crawl-ref/source/spl-damage.h +++ b/crawl-ref/source/spl-damage.h @@ -11,7 +11,8 @@ 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); bool cast_hellfire_burst(int pow, bolt &beam); -spret_type cast_chain_lightning(int pow, const actor *caster, bool fail = false); +spret_type cast_chain_spell(spell_type spell_cast, int pow, + const actor *caster, bool fail = false); spret_type cast_los_attack_spell(spell_type spell, int pow, actor* agent, bool actual, bool added_effects = true, |