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authorAdam Borowski <kilobyte@angband.pl>2013-07-10 19:26:42 +0200
committerAdam Borowski <kilobyte@angband.pl>2013-07-10 19:26:42 +0200
commit1addaaf8ee92de5060fdb436f93251843abd2035 (patch)
tree1e7c5e4eeb4fe08527bb2fbfd15c1d6f4957a33e /crawl-ref/source/terrain.h
parent1bc77d242ca25376a8a86a79614afa345c1f0c8b (diff)
downloadcrawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.tar.gz
crawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.zip
Bye bye clinging.
With player clinging removed, monster doesn't make much sense. Note that I personally somehow like clinging -- even if it's rarely useful except early on, it was quite harmless. However, I'm strongly against having players and monsters inconsistent when there's no very good reason. Thus, reverting this and MarvinPA's change is an option. Just please keep or revert them together.
Diffstat (limited to 'crawl-ref/source/terrain.h')
-rw-r--r--crawl-ref/source/terrain.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/terrain.h b/crawl-ref/source/terrain.h
index ef3f760cce..cacccff9eb 100644
--- a/crawl-ref/source/terrain.h
+++ b/crawl-ref/source/terrain.h
@@ -124,8 +124,6 @@ dungeon_feature_type dungeon_feature_by_name(const string &name);
vector<string> dungeon_feature_matches(const string &name);
const char *dungeon_feature_name(dungeon_feature_type rfeat);
void nuke_wall(const coord_def& p);
-bool cell_is_clingable(const coord_def pos);
-bool cell_can_cling_to(const coord_def& from, const coord_def to);
bool is_boring_terrain(dungeon_feature_type feat);
void temp_change_terrain(coord_def pos, dungeon_feature_type newfeat, int dur,