diff options
Diffstat (limited to 'crawl-ref/source/ouch.cc')
-rw-r--r-- | crawl-ref/source/ouch.cc | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/ouch.cc b/crawl-ref/source/ouch.cc index e706ebaae1..c5cd54b0cc 100644 --- a/crawl-ref/source/ouch.cc +++ b/crawl-ref/source/ouch.cc @@ -379,7 +379,7 @@ void item_corrode( int itco ) break; default: // items which aren't missiles, etc... could happen if we're - // e.g. wielding a deck + // e.g. wielding a deck. return; } @@ -393,7 +393,7 @@ void item_corrode( int itco ) // the embedded equation may look funny, but it actually works well // to generate a pretty probability ramp {6%, 18%, 34%, 58%, 98%} - // for values [0,4] which closely matches the original, ugly switch + // for values [0,4] which closely matches the original, ugly switch. // {dlb} if (chance_corr >= 0 && chance_corr <= 4) { @@ -403,7 +403,7 @@ void item_corrode( int itco ) else it_resists = true; // no idea how often this occurs {dlb} - // if the checks get this far, you should hear about it {dlb} + // If the checks get this far, you should hear about it. {dlb} suppress_msg = false; } @@ -424,7 +424,7 @@ void item_corrode( int itco ) if (item.base_type == OBJ_WEAPONS) item.plus2 = how_rusty; else - item.plus = how_rusty; + item.plus = how_rusty; you.redraw_armour_class = 1; // for armour, rings, etc. {dlb} |