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authorEd Gonzalez <ed.gonzalez3@gmail.com>2013-06-25 03:03:51 -0700
committerPete Hurst <pete@streamuniverse.tv>2013-06-26 04:42:27 +0100
commit04540f58001281626c71620fdd56ef4cf216de79 (patch)
treec260d91193f34c19c2df0773a6b51d9e8bdd70f3 /crawl-ref/source/spl-summoning.h
parenta819e60027dd05ae91a58923932a677d10797b25 (diff)
downloadcrawl-ref-04540f58001281626c71620fdd56ef4cf216de79.tar.gz
crawl-ref-04540f58001281626c71620fdd56ef4cf216de79.zip
Make Spectral Weapon reset on player's next turn if it hasn't attacked.
This parallels how battlesphere already resets if it couldn't carry out the order. Now a trapped spectral weapon won't still have an attack order if it is later freed.
Diffstat (limited to 'crawl-ref/source/spl-summoning.h')
-rw-r--r--crawl-ref/source/spl-summoning.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-summoning.h b/crawl-ref/source/spl-summoning.h
index 138741b90f..c5fde0b557 100644
--- a/crawl-ref/source/spl-summoning.h
+++ b/crawl-ref/source/spl-summoning.h
@@ -98,6 +98,7 @@ void end_spectral_weapon(monster* mons, bool killed, bool quiet = false);
bool trigger_spectral_weapon(actor* agent, const actor* target);
bool check_target_spectral_weapon(const actor* mons, const actor *defender);
bool confirm_attack_spectral_weapon(monster* mons, const actor *defender);
+void reset_spectral_weapon(monster* mons);
bool summoned_monster(monster* mons, actor* caster, spell_type spell);
bool summons_are_capped(spell_type spell);