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authorShmuale Mark <shm.mark@gmail.com>2014-03-19 18:55:38 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-04-27 16:01:08 -0400
commita5c5f62ab8b6da919c58377e2c251380f65cc653 (patch)
tree6ed62dc1a6099075587d5bef360df48a26afefc3 /crawl-ref/source/throw.cc
parent9da1fa0942dabbe43d7ea81e1c8649ece15c5274 (diff)
downloadcrawl-ref-a5c5f62ab8b6da919c58377e2c251380f65cc653.tar.gz
crawl-ref-a5c5f62ab8b6da919c58377e2c251380f65cc653.zip
Auto-id jewellery on equip.
In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
Diffstat (limited to 'crawl-ref/source/throw.cc')
-rw-r--r--crawl-ref/source/throw.cc3
1 files changed, 0 insertions, 3 deletions
diff --git a/crawl-ref/source/throw.cc b/crawl-ref/source/throw.cc
index 6276d710d4..b9893b958a 100644
--- a/crawl-ref/source/throw.cc
+++ b/crawl-ref/source/throw.cc
@@ -585,9 +585,6 @@ static bool _elemental_missile_beam(int launcher_brand, int ammo_brand)
static bool _poison_hit_victim(bolt& beam, actor* victim, int dmg)
{
- if (victim->is_player())
- maybe_id_resist(BEAM_POISON);
-
if (!victim->alive() || victim->res_poison() > 0)
return false;