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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-09 20:22:37 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-09 20:22:37 +0000
commit297b7ce16954e5144b7d11b3202a60b331a9a940 (patch)
treec0e0ab2bfbb514a6850ad33452e94e7787e9f555 /crawl-ref/source/state.cc
parentd148c905a225bcf679e2c7e285eb15265e89fe5f (diff)
downloadcrawl-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.cc1
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);