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authorShmuale Mark <shm.mark@gmail.com>2014-04-06 01:00:06 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-04-06 01:00:06 -0400
commit63a232999fb6433f0ccbc20a88680cff18a2db57 (patch)
tree01e0d56485d749ab6fe52dcddf9c651e86607fe8 /crawl-ref/source/throw.cc
parent2d7d1c5946cf378a1ecd2de0086ccab400ff3d99 (diff)
downloadcrawl-ref-63a232999fb6433f0ccbc20a88680cff18a2db57.tar.gz
crawl-ref-63a232999fb6433f0ccbc20a88680cff18a2db57.zip
Remove scrambling.
It was something that was almost never relevant but that cluttered up the code regardless. If it were to be more relevant that would not really be a good thing since a chance for instadeath is rather bad design.
Diffstat (limited to 'crawl-ref/source/throw.cc')
-rw-r--r--crawl-ref/source/throw.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/throw.cc b/crawl-ref/source/throw.cc
index a6aa6f19a5..6276d710d4 100644
--- a/crawl-ref/source/throw.cc
+++ b/crawl-ref/source/throw.cc
@@ -705,7 +705,7 @@ static bool _dispersal_hit_victim(bolt& beam, actor* victim, int dmg)
place_cloud(CLOUD_TLOC_ENERGY, you.pos(), 1 + random2(3), &you);
canned_msg(MSG_YOU_BLINK);
- move_player_to_grid(pos, false, true);
+ move_player_to_grid(pos, false);
}
else
{