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authorChris Campbell <chriscampbell89@gmail.com>2014-02-15 04:21:01 +0000
committerChris Campbell <chriscampbell89@gmail.com>2014-02-15 21:33:07 +0000
commit55eae48bbef799c535a5348705a30613e1907b32 (patch)
tree8f9a3ac278b472e358f9b8d8386aa0f78694bc43 /crawl-ref/source/throw.cc
parente3cb86ad4c8dd4c2945684be3d716e322a9cc71b (diff)
downloadcrawl-ref-55eae48bbef799c535a5348705a30613e1907b32.tar.gz
crawl-ref-55eae48bbef799c535a5348705a30613e1907b32.zip
Revert "Make Large Rocks penetrating"
The stated aim of this was to make monsters that used large rocks stronger, but it has very little effect there for the most part, while having a relatively large effect on players that can use large rocks. This reverts commit 02ff187.
Diffstat (limited to 'crawl-ref/source/throw.cc')
-rw-r--r--crawl-ref/source/throw.cc14
1 files changed, 3 insertions, 11 deletions
diff --git a/crawl-ref/source/throw.cc b/crawl-ref/source/throw.cc
index dabfb87ad0..4c2d84562c 100644
--- a/crawl-ref/source/throw.cc
+++ b/crawl-ref/source/throw.cc
@@ -43,7 +43,6 @@
#include "teleport.h"
#include "terrain.h"
#include "transform.h"
-#include "version.h"
#include "view.h"
#include "viewchar.h"
@@ -1131,10 +1130,7 @@ static bool _setup_missile_beam(const actor *agent, bolt &beam, item_def &item,
const bool exploding = (ammo_brand == SPMSL_EXPLODING);
const bool penetrating = (bow_brand == SPWPN_PENETRATION
- || ammo_brand == SPMSL_PENETRATION
- || (Version::ReleaseType == VER_ALPHA
- && item.base_type == OBJ_MISSILES
- && item.sub_type == MI_LARGE_ROCK));
+ || ammo_brand == SPMSL_PENETRATION);
const bool silver = (ammo_brand == SPMSL_SILVER);
const bool disperses = (ammo_brand == SPMSL_DISPERSAL);
const bool charged = bow_brand == SPWPN_ELECTROCUTION;
@@ -1220,10 +1216,7 @@ static bool _setup_missile_beam(const actor *agent, bolt &beam, item_def &item,
if (penetrating)
{
beam.range_funcs.push_back(_item_penetrates_victim);
- if (item.base_type == OBJ_MISSILES && item.sub_type == MI_LARGE_ROCK)
- beam.hit_verb = "crashes through";
- else
- beam.hit_verb = "pierces through";
+ beam.hit_verb = "pierces through";
}
if (disperses)
beam.hit_funcs.push_back(_dispersal_hit_victim);
@@ -1272,8 +1265,7 @@ static bool _setup_missile_beam(const actor *agent, bolt &beam, item_def &item,
ammo_name = "poisoned " + ammo_name;
}
- if (penetrating && item.special != SPMSL_PENETRATION
- && item.sub_type != MI_LARGE_ROCK)
+ if (penetrating && item.special != SPMSL_PENETRATION)
{
beam.name = "penetrating " + beam.name;
ammo_name = "penetrating " + ammo_name;