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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-09 20:22:37 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-09 20:22:37 +0000 |
commit | 297b7ce16954e5144b7d11b3202a60b331a9a940 (patch) | |
tree | c0e0ab2bfbb514a6850ad33452e94e7787e9f555 /crawl-ref/source/state.cc | |
parent | d148c905a225bcf679e2c7e285eb15265e89fe5f (diff) | |
download | crawl-ref-297b7ce16954e5144b7d11b3202a60b331a9a940.tar.gz crawl-ref-297b7ce16954e5144b7d11b3202a60b331a9a940.zip |
So many files? That's probably some debugging messages included,
again...
Anyway, I added a check to make sure that monsters that somehow end up
in deep water (confusion!) can get out of it again if not aquatic.
Monsters that can drown, will still do so, of course.
I also removed the drowning conditional for zombies and skeletons.
They'll now slog invisibly underwater and eventually reappear in shallow
water or dry land. I think this is more interesting than making them
drown. That, and they've seen a lot of nerfs lately.
Oh, right, and I replaced some ENCH_SUBMERGED with mons_is_submerged(),
that might explain the number of modified files...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7427 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/state.cc')
-rw-r--r-- | crawl-ref/source/state.cc | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/state.cc b/crawl-ref/source/state.cc index 91845abd51..b1997ef4ba 100644 --- a/crawl-ref/source/state.cc +++ b/crawl-ref/source/state.cc @@ -142,6 +142,7 @@ void game_state::zero_turns_taken() bool interrupt_cmd_repeat( activity_interrupt_type ai, const activity_interrupt_data &at ) { + mpr("in interrupt_cmd_repeat"); if (crawl_state.cmd_repeat_start) return (false); |