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-rw-r--r--crawl-ref/source/externs.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h
index 08744ffc78..582d77e898 100644
--- a/crawl-ref/source/externs.h
+++ b/crawl-ref/source/externs.h
@@ -1510,20 +1510,15 @@ public:
bool colour_map; // add colour to the map
bool clean_map; // remove unseen clouds/monsters
bool show_uncursed; // label known uncursed items as "uncursed"
- bool always_greet; // display greeting message when reloading
bool easy_open; // open doors with movement
bool easy_unequip; // allow auto-removing of armour / jewelry
bool easy_butcher; // open doors with movement
bool always_confirm_butcher; // even if only one corpse
- bool increasing_skill_progress; // skills go from 0-10 or 10-0
- bool confirm_self_target; // require confirmation before selftarget
bool default_target; // start targeting on a real target
- bool safe_autopickup; // don't autopickup when monsters visible
bool autopickup_no_burden; // don't autopickup if it changes burden
bool note_all_skill_levels; // take note for all skill levels (1-27)
bool note_skill_max; // take note when skills reach new max
bool note_all_spells; // take note when learning any spell
- bool use_notes; // take (and dump) notes
std::string user_note_prefix; // Prefix for user notes
int note_hp_percent; // percentage hp for notetaking
int ood_interesting; // how many levels OOD is noteworthy?
@@ -1542,7 +1537,6 @@ public:
int magic_point_warning; // percentage mp for danger warning
char race; // preselected race
char cls; // preselected class
- bool terse_hand; // use terse description for wielded item
bool delay_message_clear; // avoid clearing messages each turn
unsigned friend_brand; // Attribute for branding friendly monsters
bool no_dark_brand; // Attribute for branding friendly monsters
@@ -1555,7 +1549,6 @@ public:
bool auto_list; // automatically jump to appropriate item lists
bool flush_input[NUM_FLUSH_REASONS]; // when to flush input buff
- bool lowercase_invocations; // prefer lowercase invocations
char_set_type char_set;
FixedVector<unsigned, NUM_DCHAR_TYPES> char_table;
@@ -1646,7 +1639,6 @@ public:
std::vector<std::string> dump_order;
bool level_map_title; // Show title in level map
- bool safe_zero_exp; // If true, you feel safe around 0xp monsters
bool target_zero_exp; // If true, targeting targets zero-exp
// monsters.
bool target_wrap; // Wrap around from last to first target