From 9a20cf0a34b9caec2ff9a5c3708a88fb84c80496 Mon Sep 17 00:00:00 2001 From: haranp Date: Sun, 8 Feb 2009 18:29:52 +0000 Subject: Fix debugging ray zaps (e.g. unknown wands) always setting obvious_effect by making ZAP_DEBUGGING_RAY no longer an obvious_effect. It might be more correct to restore obvious_effect on a tracer, or at least a player_tracer, but bug 2515082 [and r8500] makes me cautious. Fix healing being too generously identified. Fix wand of healing not working on enemies if you happen to worship Ely. Fixes [2580106]. Also some dead code elimination. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8982 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/beam.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'crawl-ref/source/beam.cc') diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index efbcc91de7..34b544aa24 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -915,7 +915,7 @@ const zap_info zap_data[] = { false, BEAM_MMISSILE, DCHAR_FIRED_DEBUG, - true, + false, false, false }, @@ -4843,7 +4843,7 @@ mon_resist_type bolt::apply_enchantment_to_monster(monsters* mon) case BEAM_HEALING: if (YOU_KILL(thrower)) { - if (cast_healing(5 + damage.roll(), mon->pos()) > 0) + if (cast_healing(5 + damage.roll(), false, mon->pos()) > 0) obvious_effect = true; msg_generated = true; // to avoid duplicate "nothing happens" } -- cgit v1.2.3-54-g00ecf