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authorSteve Melenchuk <smelenchuk@gmail.com>2013-06-07 19:42:47 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2013-06-07 19:42:47 -0600
commit2a290978879e6dec276e3d6579ed708efbfbca60 (patch)
tree07774a58cba37da325ed685887a49d340f9caa9d /crawl-ref/source/tileview.cc
parentd04d0403fe63d4bcfbde9d312ed2e4aab7639566 (diff)
downloadcrawl-ref-2a290978879e6dec276e3d6579ed708efbfbca60.tar.gz
crawl-ref-2a290978879e6dec276e3d6579ed708efbfbca60.zip
Use FLOOR_GRASS by default in Forest.
It's nowhere near as eye-burning as FLOOR_WOODGROUND, and should hold the fort until we get better tiles.
Diffstat (limited to 'crawl-ref/source/tileview.cc')
-rw-r--r--crawl-ref/source/tileview.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/tileview.cc b/crawl-ref/source/tileview.cc
index 375882b4f2..4e792fd080 100644
--- a/crawl-ref/source/tileview.cc
+++ b/crawl-ref/source/tileview.cc
@@ -187,7 +187,7 @@ void tile_default_flv(branch_type br, tile_flavour &flv)
case BRANCH_FOREST:
flv.wall = TILE_WALL_LAIR;
- flv.floor = TILE_FLOOR_WOODGROUND;
+ flv.floor = TILE_FLOOR_GRASS;
return;
case BRANCH_ABYSS: