Fold get_wet() into water_damage().

This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
This commit is contained in:
Sean Hunt
2015-02-24 15:26:09 -05:00
parent 57dcad3774
commit 3acd3c4a00
5 changed files with 6 additions and 98 deletions

View File

@@ -1726,7 +1726,6 @@ E void FDECL(healup, (int,int,BOOLEAN_P,BOOLEAN_P));
E void FDECL(strange_feeling, (struct obj *,const char *));
E void FDECL(potionhit, (struct monst *,struct obj *,BOOLEAN_P));
E void FDECL(potionbreathe, (struct obj *));
E boolean FDECL(get_wet, (struct obj *));
E int NDECL(dodip);
E void FDECL(mongrantswish, (struct monst **));
E void FDECL(djinni_from_bottle, (struct obj *));