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authorAdam Borowski <kilobyte@angband.pl>2011-04-14 05:53:26 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-04-14 06:12:10 +0200
commite4e38753a8d8fd2f89f4adad4eb04c31d39c9620 (patch)
tree4c4e20a1a608b3271437cdd8492e8e1d90061f20 /crawl-ref/source/view.h
parenta3f932ef06ff6b0771dfbec135b5c8926cebf5af (diff)
downloadcrawl-ref-e4e38753a8d8fd2f89f4adad4eb04c31d39c9620.tar.gz
crawl-ref-e4e38753a8d8fd2f89f4adad4eb04c31d39c9620.zip
Give magic mapping an uniform shape.
For the scroll, it makes no sense to not affect the whole map when you happen to stand just near an edge. Ashenzari and the mutation were fine. For decks and the ball, it makes no sense to see further diagonally.
Diffstat (limited to 'crawl-ref/source/view.h')
-rw-r--r--crawl-ref/source/view.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/view.h b/crawl-ref/source/view.h
index 5394dc51a8..bf2f664735 100644
--- a/crawl-ref/source/view.h
+++ b/crawl-ref/source/view.h
@@ -21,7 +21,6 @@ void find_features(const std::vector<coord_def>& features,
bool magic_mapping(int map_radius, int proportion, bool suppress_msg,
bool force = false, bool deterministic = false,
- bool circular = false,
coord_def origin = coord_def(-1, -1));
void reautomap_level();
void fully_map_level();