From 30712a6f0906f3127c49989219c1077a81336c6c Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Fri, 28 Mar 2008 12:18:36 +0000 Subject: Implement FR 1911470: DVORP type influences chance of spattering blood This is currently purely cosmetical, but there are a lot of ideas out there how to make blood have an effect. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3910 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/direct.cc | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'crawl-ref/source/direct.cc') diff --git a/crawl-ref/source/direct.cc b/crawl-ref/source/direct.cc index 35354cad74..39b76fb566 100644 --- a/crawl-ref/source/direct.cc +++ b/crawl-ref/source/direct.cc @@ -1625,10 +1625,9 @@ std::string raw_feature_description(dungeon_feature_type grid, return ("translucent unnaturally hard rock wall"); case DNGN_ORCISH_IDOL: if (you.species == SP_HILL_ORC) - { return ("idol of Beogh"); - } - return ("orcish idol"); + else + return ("orcish idol"); case DNGN_WAX_WALL: return ("wall of solid wax"); case DNGN_GRANITE_STATUE: -- cgit v1.2.3-54-g00ecf