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