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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-26 15:43:29 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-26 15:43:29 +0000 |
commit | 13d0f16c1a40183c0561bd1ca6d5ac645788cd30 (patch) | |
tree | ddb54cd5a46f47afb5a4a0428bc040dbaac99805 /crawl-ref/source/tile2.cc | |
parent | 265597e3aacbd17cb2ea57610209fccadf5e6ee5 (diff) | |
download | crawl-ref-13d0f16c1a40183c0561bd1ca6d5ac645788cd30.tar.gz crawl-ref-13d0f16c1a40183c0561bd1ca6d5ac645788cd30.zip |
Add blood and glass to labyrinths.
In ASCII wizard mode these features are highlighted in the level map
(&{) and can then easily be reached via xm (normal map), but only until the
first shift takes place. Feedback welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7637 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r-- | crawl-ref/source/tile2.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc index d228f35922..70943d6c5d 100644 --- a/crawl-ref/source/tile2.cc +++ b/crawl-ref/source/tile2.cc @@ -66,7 +66,7 @@ int get_floor_special_tile_idx() } // TODO: Add this sort of determinism to the lua maps, -// at least for the portal walls. +// at least for the portal vaults. void WallIdx(int &wall, int &floor, int &special) { // Note: This function must be deterministic. |