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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-09-15 20:32:51 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-09-15 20:32:51 +0000 |
commit | 89162833bce0a3fc8d4b75dd3300dc6db24e4666 (patch) | |
tree | ca071c4a8690e06699305f91aa1853448af82150 /crawl-ref/source/spl-util.h | |
parent | 5991be809a9b206d7450cdf455157e40d98d40e2 (diff) | |
download | crawl-ref-89162833bce0a3fc8d4b75dd3300dc6db24e4666.tar.gz crawl-ref-89162833bce0a3fc8d4b75dd3300dc6db24e4666.zip |
Applied Enne's fix to 1795522: "show_beam shouldn't work
when just looking..."
While I was at it, I also added another parameter
needs_path that is set to false for spells that can be
applied directly to a target (SPFLAG_GRID, SPFLAG_TARGET)
such as Smiting, Conjure Flame or Freezing Cloud, so for
these the initial beam path doesn't show, even if the
option should be set to true.
Note "initial beam path" - you can still toggle it to
show the path anyway. For cases such as this we might
enforce not drawing the path but there would have to be
some kind of feedback, so the player doesn't go crazy
trying to toggle the option. ;)
I'll probably do it later, once I've found a way to give
the information. Or would that be too spoily, in any case?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2091 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spl-util.h')
-rw-r--r-- | crawl-ref/source/spl-util.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-util.h b/crawl-ref/source/spl-util.h index e64095654a..0b3b1d35ae 100644 --- a/crawl-ref/source/spl-util.h +++ b/crawl-ref/source/spl-util.h @@ -98,6 +98,7 @@ int apply_area_within_radius(int (*func) (int, int, int, int), bool spell_direction( dist &spelld, bolt &pbolt, targeting_type restrict = DIR_NONE, targ_mode_type mode = TARG_ENEMY, + bool needs_path = true, const char *prompt = NULL ); void apply_area_cloud(int (*func) (int, int, int, cloud_type, kill_category), |