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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-05 15:48:33 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-05 15:48:33 +0000
commit55c9acf15cba34e9ac3723ff290258a374193eef (patch)
tree55d62198843cbf63d69382a128152000c503f42d /crawl-ref/source/traps.cc
parent828bd177e94abd0eebfec69e15fd04125e8f8c1a (diff)
downloadcrawl-ref-55c9acf15cba34e9ac3723ff290258a374193eef.tar.gz
crawl-ref-55c9acf15cba34e9ac3723ff290258a374193eef.zip
Some more labyrinth tweaks:
* A floor now gets turned into a wall of the adjacent wall types rather than replaced by the original one (which might be a long way away). * Improve the look of the shifted labyrinth a bit. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7389 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index da2ab8ee38..b03d2d0cb6 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -1096,8 +1096,9 @@ void trap_def::shoot_ammo(actor& act, bool was_known)
{
if (act.atype() == ACT_PLAYER)
mpr("The trap is out of ammunition!");
- else if (player_can_hear(this->pos))
+ else if (player_can_hear(this->pos) && see_grid(this->pos))
mpr("You hear a soft click.");
+
this->disarm();
}
else